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    Barbarian in the Playground
     
    Rebonack's Avatar

    Join Date
    Nov 2006
    Location
    The King's Grave

    Default Inside 72: Halfway to a Gross

    Current Events: Spooky heresy spirits are inflicting the memories of the dead on anyone who looks at them! What's their deal, anyway?

    The title is a misnomer, of course. No doubt the moniker of this place was settled on after a brief conversation that started with, 'Wouldn't it be funny if...?'. But now the name has stuck.

    But what is this place, you ask?

    Inside is everything within the City Walls. As opposed to Outside, which is everything without. Except Seaside. And Riverside. And Skyside. And all the other Sides that have cropped up in recent years. This strange, whimsical city is the center of a planar Nexus, a crossing point between all possible (and some impossible) worlds. One can find just about anything in this wondrous place, dreams that defy imagination and terrors that freeze the soul. People and whole places are regularly drawn into the Nexus, added to the chaotic melting pot of all realities.

    The city is surrounded by defensive walls, with an artificially and accidentally created moat outside the walls, a moat that has been diverted into a river-channel for one many bodies of water flowing through Inside. A gap in the walls and a bridge allow for entrance into the city proper, the main gate opening up to welcome newcomers Inside.

    Welcome, traveler, to the City of Inside. The only boundaries you find within are the bounds of your own imagination.


    Rules

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    Rules

    1:Please Spoiler any Fanservice in this thread! It is accepted that there will of course be some, and that romance and curtains happen. However, please be courteous to others and spoiler any scene that goes on for a little while, and if it reaches the point, curtain. This is so you can stay within forum rules, as well as letting those uninterested in the scene, pass by. Thank you.

    2:Godmodding is not permissible! As stated in the rules in the FFRP Central Thread,, godmodding is generally not allowed without permission. If you're shaky on what might be, and what might not be godmodding, please follow the above link.

    3:Intersection. Please remember when doing any plots or large events, that even though it has it's own thread, Intersection - the Inside Police Force and Army - is located in Inside, and may respond to events, or may be asked to respond to them.

    4:All Inside-Wide/Nexus-Wide plots need to be brought up in OOC first! We all want to have the entire city be cast into a frozen wasteland from time to time, but such things need to be brought up in OOC first, to allow players plenty of warning, and so people don't feel like anything is being forced upon them that they don't want to RP.

    5:Inside is not Space! Anything involving massive spaceships, meteors, satellites, Lasers From Space, and the like, do not belong in this thread. Few PCs have the ability to fight off an orbital bombardment, so it is considered unfair to be able to call down such things inside Inside. The place for these sorts of things should be in Outside, or another thread all together.


    Zones and Streets
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    Zones:
    In the Zone(s): The City of Inside is separated into three zones that represent the general threat level color coded for your convenience.

    The Blue Zones are upper-class, well to do portions of Inside. You're pretty darn safe here.

    The Grey Zones consists of the more traditionally urban parts of inside. Certainly no gated community, but it isn't immediately life threatening either.

    The Red Zones represents the parts of the City that are degenerate, destitute, or downright dangerous. Sometimes all of the above. If you're poking around a Red Zone be ready to get jumped by Orks or ghouls or killer robots or something.

    Streets:

    Can you tell me how to get, how to get to Hodgepodge Street? The City of Inside also has a number of Streets. The Streets aren't a street in the literal sense, but rather portions of the City with a particular theme. While one can find anything anywhere in the City there are none the less areas were certain settings predominate. The Riftline monorail public transit system allows for quick and easy access between the many Streets of Inside, as well as take your PCs to other popular locations within the Nexus. Best of all it's fast and free!

    If you have an idea for a Street feel free to suggest it in the OOC thread.

    Hodgepodge Street: The generically modern setting! Hodgepodge Street is perhaps the most plastic of the Streets, displaying a decent mix of all settings, though modern predominates. Generally speaking most locations without a Street name will be found here. The most commonly seen locations here are the Streets and the Slums. Occasionally The Rooftops if someone is feeling daring.

    Steele Street: Need a Victorian location with all sorts of choking industrial pollution? Need an always-night urban landscape with superficial resemblance to 1800s London? Well Steel Street is by far the best place Inside to come down with Black Lung Disease! With spooky stinky fog, gross waterways, and the occasional murderer who may or may not be spring-heeled. Come for the fish and chips! Stay for the gritty atmosphere!

    Arkham Street: Spanning 1920s-1930s style fantastic horror, Arkham Street is home of such spooky locations as Philip Memorial Library, the haunted Carter House, and Dunwich Park. Ah Arkham Street, where the clustering gambled roofs sway and sag above the attics where witches hid from the king's men in the dark olden days of Town. The Town is gone, but the witches are still here! And the monsters, and the cultists, and the regular folks just trying not to lose their minds.

    Metropolis Square: It's Atom Age or Deco Punk or whatever you want to call it! 1930-50s era retro science fiction with ray guns and mad scientists and nuclear powered robots who just want to learn the meaning of love. This part of Inside is known for its slick hats, era cars, smooth jazz, a robotic workforce, and square-jawed heroes.

    The Skyway: High up above the tops of the tallest skyscrapes one can find The Skyway! A high future urban cityscape of floating buildings of glass and chrome and steel and plastic. And a space port too, if you feel like leaving the planet for whatever reason. Think Jetsons with more foot paths. Riftline, of course, grants access to The Skyway to for those not blessed with flying cars.

    [Burnt Chrome Street:] Need some cyberpunk action? You got some cyberpunk action! The gritty future of cyber-criminals clashing against government and corporate forces! With cyborgs and hackers and stuff! Grungy urban sprawl, a decaying job market, and an oppressed underclass mark this area of Inside. Burnt Chromes Street is the distopian counter-point to The Skyway's more optimistic vision of what the future holds.

    Market Street: Market Street is the ye olde portion of Inside, complete with bards, fools, open market places, and the occasional damsel in distress. While products of any age can be found in the sprawling street booths everything is done ye olde style-e. If you need a chase scene to crash through a fruit-cart this is the place to do it.

    Deadwood Street: The wild, wild west. Located on the edge of Inside this is the western part of the city. And that means any kind of western. From spegetti to steampunk to magical. Whether you need to hang around a saloon, have a duel a high noon, or go riding off into the sunset Deadwood Street is your best bet.

    PokéStreet: By popular demand! This one should be obvious enough. PokéCenters and PokéMarts and PokéGyms and PokéParks and PokéNarwhals and everything else Poké-related! Great place to visit if you feel like watching some adorable animals beat the tar out of each other. Just watch out for the tall grass. You never know what might be lurking in there.

    Carousel Court: So much pony. Carousel Court contains the majority of the City's pony population as well as a healthy helping of non-pony quadrupedal sapient races. Ranging from quaint thatched roof cottages to the towering mane offices of Roseluck Agrifirm to the opulent stables of the well-to-do Carousel Court has it all. The sweet tooth of ponies is absolutely legendary around Inside and if you're looking for a sugary treat, Carousel Court is the place to visit.


    Locations
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    The Red Zones
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    Just because here are some nice quick descriptions of the various Red Zones that see some degree of use. Or at least the ones that I'll run NPCs in if I get prodded at or notice someone's PC poking around there. I don't control everything in these locations and other people are free to run things here, just keep the Lethality level in mind. Anyone exploring one of the Red Zones will find caches of magical or technological trinkets to make the danger worth their while. The higher the lethality rating the better the loot!

    The Slums: (Lethality Level Low) Accessed from Hodgepodge Street. The Slums are a generally urban area of decay and disrepair. It's a pretty good place to run into muggers, thugs, vampires, random monsters, and other generically nasty things. People live in squalor here, but no one can really figure out WHY since the rest of the City is available for habitation and has fewer flesh eating mildew patches.

    The Sewers: (Lethality Level Low) Accessed from anywhere Inside. The adventure Sewers are not to be confused with the gross functional sewers. Where the former are huge underground tunnels filled with relatively clean flowing water, ghouls, oozes, rats, and treasure, the latter are just filled with poo. Some portions of the Sewers are infested with far worse creatures, but thankfully those nasty things have been dormant for a long time. Or so they say...

    The Mispelled Cemetary:
    (Lethality Level Variable) Accessed form Market Street. The Mispelled Cemetary is fully of the restless spirits of the unded who have been ripped from there eternal rest due to the endless propagation of spelling errors on the Internet. The unded in the cemetary proper are pretty week, but catacombs below the cemetary can be accessed through the various crypts on the surface. The deeper into the catacombs ones travels the nastier the unded get. Beware the Eternal Bone Horrers.

    Midnight Park: (Lethality Level Moderate) This place enshrines a patch of forest so thick that light never reaches the ground. The smallest trees are wider than most people are tall, and the largest are truly awe-inspiring. The forest floor is a maze of twisting roots, fallen branches, and decaying leaves. There is never a breath of wind among the massive trunks, and the atmosphere is oppressive with fear and gloom.

    Or...

    At least it used to be oppressive with fear and gloom. Fear and gloom are still around, but they aren't nearly as bad.

    Foot paths have been cleared through the forest and lanterns hung up that glow with cool silvery white light to keep the feral shadows at a distance from anyone who decides to walk in the cool of the shadows. Undead creatures that stray too close to the magical lanterns will find themselves illuminated by incandescent sunlight until they retreat back to a safe distance. Signs have been set up admonishing visitors to stay on the paths and warning of the unspeakable doom that will probably befall them if they don't.

    Shadows prowl the darkness, their red eyes glinting in the gloom and the air filled with their hungry whispers, though they're loath to approach the paths. There's the occasional bodak or feral vampire spawn lurking around in the park as well, but they tend to keep well away from the paths since those areas are mostly commonly patrolled by the park's custodians.

    The custodians, of course, being Team Nightmćre. It isn't at all uncommon to find patrols of nightmćre shadelings poking about, chatting with visitors, maintaining the trails, or installing new equipment around the park to make visits by the living more pleasant.

    The Dungeons of Doom: (Lethality Level Moderate) Accessed from the Sewers. The Dungeons of Doom consists of a seemingly endless descent of themed dungeon floors filled with generally silly monsters and puzzles. But don't let the silliness fool you, the place is plenty deadly if you get too careless. Remember to pay proper respects to giant marble busts of science fiction and fantasy authors that might block your path.

    The Radiation Pit:
    (Lethality Level Moderate) Accessed from Metropolis Square. The Radiation Pit is exactly what it sounds like. A blasted crater full of radiation and the sorts of things you would expect to arise in 50's era films about radiation. So mostly giant irradiated arthropods. The danger here, aside from the radiation mutants, is mostly from environmental hazards. Make sure to pack plenty of Rad-Away.

    Bombed Out Zone:
    (Lethality Level Moderate) Accessed from Hodgepodge Street. A ruined urban landscape of burned out cars, shattered skyscrapers, and crumbling overpasses. It is the site of an ongoing three way battle between zombies, killer robots, and aliens. Getting caught between the factions is pretty dangerous, but scavenging the remains after a battle can yield some great loot.

    Black Goat Woods: (Lethality Level High) Accessed from Arkham Street. Black Goat Woods is a park full of awful eldritch abominations. If you go in un-warded you will almost certainly die a horrible death if you're fortunate. With proper warding by the Elder Sign this Red Zone is just dangerous and maddening rather than a complete death trap. If you need to collect some tomes of forbidden lore or repulsive idols try snooping around here. Just remember that Cthulhu eats 2d6 investigators per round.

    Everfree Park: (Lethality Level High) Accessed from Carousel Court. This is a wilderness within the heart of the City that hates you and wants you to die. The laws of physics and magic shift here chaotically and without warning. Powerful monsters roam the trees hunting for anyone foolish enough to stumble in. Everything that exists in this park, even the very air you're breathing, is a malevolent force that seeks your destruction. Enter at your own risk.


    Azik's Enchantments(Player: Halae, Grey Zone)

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    Those in the area will hear a rumbling as the Nexus begins pulling in something larger than just a single person. Reality bends, and the shape of portal opens above a certain street corner. For a sickening moment, nothing happens, but then things start coming out of the portal - all of them are bricks, building up finally to a door and a roof, with tiny windows built in. There's even a large chimney sticking out of the center of this strange, conical building that begins puffing rainbow smoke almost immediately.

    A creature steps out the front door, though many wouldn't consider it a creature - He is a warforged, a living golem. Covered in what appears to be adamantine plates, he looks up and down the street, his longcoat catching in the breeze. as it flutters, one can see a multitude of wands, schema, and scrolls all attached to several belts around his waist and upper legs. On his eyes he wears a pair of blue tinted shades, despite his lack of ears, and the metal orbs that serve as his eyes glow green behind these spectacles. He looks up and down the street. He doesn't seem to be particularly disturbed by the change in location, but he does take the time to call out, in a metallic voice:

    "Azik's Enchantments is open for business! Come find a potion, a wand, a scroll to fit any need! We have spellbooks for beginners and experts! Weapons of all shapes and sizes, and armor unlike anything you've ever seen! Come find what you're looking for here!"

    And then he heads back inside. So much work, so little time. Inside is as strange as outside, with magic trinkets lining the walls on shelves, but all behind the counter, to keep any stupid kid with the idea to steal something from doing so. You can find just about anything magical here, and that which you can't find, Azik the Warforged can make within a more than reasonable timeframe.


    Emergency Bunkers
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    Eight bunker-like structures in a ring-like arrangement at about the midpoint between the walls (or the docks) and the center of the city have been completed.

    The interior of each is rather dull, rather befitting a bunker, but there are underground areas beneath the visible bunkers. These are similarly dull and military-styled, but they also act as hospitals.

    These are mostly designed with emergencies such as shelling in mind, and are usually closed.


    Emergency Clinics

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    Like the bunkers the clinics are spread through-out the City and are equipped with technology akin to a modern emergency room. Since there's no magical healing available the speed of recovery is going to be noticeably lower than what is available at one of Inside's many temples. However their availability makes them absolutely vital in the application of life-saving care.


    Erin's Emporium
    (Player: The Bushranger, Grey Zone)
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    Construction Gnomes have been hard at work renovating a small store along one of the various merchantile roads. Well, it was small. Now it's bigger on the inside.

    And filled with every sort of weaponry imaginable, from across the multiverse. From blaster carbines to P-90s, surface-to-air missiles to ballistas, zats to nunchucks, they're all here.

    Is that a siege crossbow sitting in the corner?


    Evolution Industries Headquarters + Factories
    (Player: Darkcomet, Blue Zone)
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    The headquarters of the company known as Evolution Electronics and Power is a fairly standard-looking modern-day tower in appearance, not quite reaching the level of skyscraper.

    The company owns a large factory nearby, used in production of its MACE units, and potentially other products, should it be desired.

    The company also possesses a number of other factories around the city, used for production of weaponry and other military materiel.

    Retail outlets for Evolution's products are scattered around the city.


    Hastings and Sons Mortuary (player: Ashen Lilies, Grey Zone)
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    Near one of the older parts of the city sits a large and somewhat dour building of brick and mortar, built in the traditional sense, with a metal plaque by the door that reads (predictably enough):
    Hastings and Sons
    MORTUARY
    For the preparation of the dearly departed.

    And indeed, should one go in one should find all the trappings of a conventional mortuary, including several large visitation rooms, run by this guy:
    Though of course, usually without the zombie there.
    In recent times however, the true business of the resident Mortician has branched into a more heretical bent, offering certain services to the living impaired (more commonly known as the foul Undead). These start at simple healings and flesh grafts (the flesh occasionally obtained 'legitimately', when a body comes in for cremation and the Mortician gives them an urn full of wood-ash, but usually corpses are obtained through donations from customers or good old fashioned grave-robbing). But services can also range into body part replacement and augmentation for the undead who wishes his creator had seen fight to give him a giant lobster claw or retractable venomous spines, or even full body/flesh reconstruction for the self-conscious lich (or lich in disguise, though making your new flesh look like someone else usually costs extra) or the zombie in his golden years. These customers usually come in through the back door, where there is a plaque listing the full list of services. Though of course some are brazen enough to come through the front door anyway.

    ((PM if you wish to interact with the Mortician, as Ashen Lilies may not always check the thread.))


    MagMart (Player: Lord Magtok, Blue Zone)
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    An absurd mash-up of K-Mart, Wall-Mart, Target, and every other vile retail chain, MagMart is staffed by an unswervingly loyal Magbots, lobotomized talking cats that are too brain-dead to know any better, several voodoo spirits, and a pickle jar that everyone insists is a sentient being that only communes with those who truly believe in it.

    Here you can find everything from curtains to carpets, macaroni to monkeys on motorcycles, groceries to zombies. The staff is always happy to help (or else), and if you aren't entirely satisfied with your shopping experience, you can pay a small fee to watch the MagMart employee of your choosing get fired out the MagMart complimentary employee morale cannon.


    Magnificus Theater (Player: ThePhantom, Red Zone)
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    This large theater is an attempt to bring culture to the city of the Inside. Plays are regularly show here, and if desired other events can be held here.

    The walls of the theater are colored with three shades of blue in a wave pattern. Inside the theater are a pair of grand staircases, with the railing colored gold, while the stone of the stairs is white. The stage itself is one of the largest in the Nexus, carefully designed for the greatest enjoyment.

    Rules: Please, no violence. If you must have some violent action in a theater, pm me first.


    MERC Office (Player: Morty, Grey Zone)
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    The building that serves as MERC's de facto embassy in Inside is now open for business (though there is a separate MERC thread that serves as a meta location to post in). It's a large, newly constructed office building with a very no-nonsense look to it. Its purpose is to do business, not more and not less.

    Once inside, the prospective licensed mercenaries will be confronted with a large hall lined with tables, behind which NPCs work at filing and cataloguing the people who arrive to receive their certificates. At least one actual MERC member is also usually on a shift in the building.


    Sable Spire (Player: Darkcomet, Blue Zone)
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    A great, black-colored tower now stands at the highest point of the Skyway. Appearing mostly similar to a modern-day skyscraper, albeit more futuristic, reinforced, and armored. Upon close examination, some parts of the tower appear to conceal compartments of some sort, likely something along the lines of concealed defensive turrets. the top portion of the tower is rather different in appearance.

    It appears as a truly massive hatch, similar to what one might see over a missile silo under normal circumstances.

    This hatch opens into the landing area of the aerial aircraft carrier Sanctuary, the main asset of the Altaran Irregulars. Said landing area is set to act as an elevator, capable of moving up to the top of the tower or moving back down to conceal whatever is landed (usually the aforementioned carrier) under the heavily armored hatch.

    The Spire, constructed by Remnant in an alliance with the Altaran Irregulars, is now a major base for the the latter, who currently act alongside Remnant in protecting the city. Their troops largely use the same equipment as Remnant's, but use the old Imperial black-and-navy color scheme to distinguish themselves.


    The The Temperance Teahouse (Grey Zone) Owned by Artemis
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    In an old section of the city stands a wooden building of ancient construction. From inside comes the sound of good conversation and, occasionally, music being played. The scents of exotic teas, spices, and good foods drift out onto the street. along with the scents and sounds come an aura of peace and comfort. It's a nice place here, you could definitely stick around for a while, to escape the general madness of the city.

    Two wings extend out from the main building. To the north (the right side as you face the tea house) is an extension of the main structure, still made of wood, the architecture is slightly different and more brightly colored, and also noticeably newer. The west side of the building is surrounded by a stone wall, enclosing a garden. The garden ends at a low stone building running the length of the west wall.

    [Restaurant]
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    Inside the restaurant is filled with tables and chairs, spread out across the dark hardwood floors. Thick wooden pillars support the second floor and the roof, their tops carved with geometric designs. At the north side of the restaurant is a long counter, surrounding an open kitchen. Steam and smoke drift up from the fires and the woks used for cooking. A shelf along the back wall is filled with dozens of tins, each containing a particular tea or herbal blend. Interspersed among them are tea kettles, each one used to brew a particular type of tea.

    The center of the restaurant is open to the second floor. Stairs lead up to more seating on the second level, which looks down on the restaurant below over carved wooden balconies. The ceiling above the open space is painted with a mural of a golden dragon floating through the clouds and circling the sun.

    Seats on the west side of the building go fast, as they offer the best view of the gardens. The south and east sides offer views of the bustling streets below. The north side of the second floor has no windows and sits above the kitchen, so it is often darker and smokier than the rest of the restaurant.

    Menu
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    Drinks

    Herbal Tea
    Green Tea
    Black Tea
    White Tea
    Yellow Tea
    Red Tea
    Blue Tea - Mentally stimulating.
    Purple Tea - Very relaxing and slightly hallucinogenic.
    Iced Tea - Served sweet or unsweet, with or without lemon.
    Sake - Available chilled, heated, or at room temperature.
    Lychee Wine - A rich sweet drink with a deep golden color. Pairs well with seafood. Served cold.

    Food

    Dim Sum
    Sushi
    Stir Fry - Served over rice or noodles
    Noodles
    Soup
    Rice Cakes

    Sweets

    Ice Cream - Vanilla, Green Tea, Red Bean, and Mango flavoured.
    Dragon's Beard Candy - A spun sugar similar to cotton candy.
    Moon Cake - A dense sweet cake around a salted egg yolk "moon".
    Sun Cake - A crunchy pastry filled with a sugary cream.
    Tempura Fried Bananas - Served over ice cream.


    [North Wing]
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    The north wing of the restaurant is of newer construction. It is more brightly painted and more heavily decorated than the main restaurant. Two doorways on each floor lead to a U shaped hallway that runs through the north wing. Sliding paper screens from the inner walls, so that they can be slid aside and make the spaces much larger. The lower floor holds private rooms that can be reserved for larger parties or special meetings. These rooms typically have a long low table surrounded by cushions. The second floor rooms have more flexible floor plans. Most have tables and chairs, often used to host card or board games. A few can be rented out for sleeping quarters, but patrons are reminded that the walls are, literally, paper thin. Disruptive behaviour will have you evicted without a refund.


    [Garden]
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    The west wing of the tea house is a large garden surrounded by stone wall. A circular gate leads directly from the garden to the streets, as well as doors leading into the restaurant. The garden itself is carefully kept, trees and bushes trained and cut into pleasing shapes. Stone lanterns and statues decorate the garden. Two pools filled with koi fish sit diagonally from one another, connected together by a stream filled with river rocks. The sound of trickling water fills the garden. A winding path leads through the garden and over a low stone bridge. On the far side of the bridge, the path passes through another circular gate guarded by two stone dragons on plinths. the pair stare down at any visitors, questioning their intentions in passing through their gate.

    Beyond the Dragon Gate the path becomes perfectly straight. On either side are large black stones surrounded by carefully raked white sand. The path passes under a red Torii gate before encountering the low stone building at the far side of the garden. The building runs the full length of the west wall and is open to the garden. Large prayer wheels line the opening and are turned by the breeze or visiting people. The walls within the building are heavily decorated and covered in hanging scrolls. At the centre of the building is a shrine, covered in candles. Behind it is a mural depicting scenes of a warrior, a golden dragon, and the sun. Sitting on the shrine a wooden statue of a warrior, sitting in meditation, his sword set aside. The wood is lacquered and carefully inlaid with delicate patterns in gold. From the statue emanates a strong aura of peace, which spreads throughout the entire property.


    NPCs
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    Hideki - A large man with a red face and a long nose, he is most often found in the kitchen, cooking up tasty things.
    Hanako - An older woman, her black hair streaked with grey. She is Hideki's wife and most often found behind the counter serving tea.
    Sakura - A lovely young woman and the daughter of Hideki and Hanako. She acts as a waitress and sometimes plays music.



    OOC: Please Read. Important information.
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    The Teahouse and garden are protected by an aura of non-violence. Violent acts cannot be committed here. You cannot attack another patron or do anything that would cause them bodily harm. Anyone who attempts it will find it extremely hard to convince themselves to do it. If a particularly willful person overcomes this compulsion, something in the environment will intervene, as if by seemingly random chance, to protect their victim as if by divine intervention. Because that's exactly what it is.


    Needle and Thread (Blue Zone, Player: Artemis97)
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    On one side of a wide cobblestoned street is a small shop. The sign hanging over the door depicts a simple spool of thread, pierced by a needle. No words were included, as a courtesy to those who could not read, nor were they needed. It was clear from the merchandise displayed in the two large windows on either side of the door that this was a clothing boutique. The right side displayed the latest in women's fashions, dresses and skirts in unique designs, all detailed by hand with beading and embroidery. The left window showed men's clothing, from a beautifully tailored three piece suit, cut from expensive fabrics, to the very best in adventuring style, rugged and sturdy, clearly built to last.

    Inside, racks and mannequins display more clothing, split down the middle between men's and women's fashions. The back wall held rolls of fabric, some plain, others with obviously magical properties. A large, three-sided mirror sits in the back corner, next to a small changing stall. On the other side is a small counter holding a cash register, behind that the door that led to a small workroom.

    The Needle and Thread is a clothing shop specializing in custom tailoring and speciality designs. It is owned and operated by Lillith Rock, and the kindly fiendish woman can usually be found behind the counter, or working on orders in the back workroom.


    Pontius' Custom Constructs
    (Player: Earl of Purple, Grey Zone)
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    The caravan of 6 wagons (I never said 3! Well, I did, but still.) arrives at a warehouse, previously for sale. The gnomes lead the golems and other constructs inside, and get to work. The warehouse has an open yard at the main entrance, and several golems, like crude figures of worked stone or wood, stand in the yard. A gnome wearing an apron over smart-yet-practical artisan's clothes and puts a sign up.


    Pontius's Custom Constructs
    Golems of Any Material* at Unbelievably Low Prices!!!**
    You Won't Find a Golem, Gargoyle, Guardian or Homonculus Cheaper!!***
    Come Now and Buy 1 Get 1 Full Price!!!****



    *Flesh has an additional charge. **Define 'low'. ***Except at our competitors. ****Terms and conditions apply.


    Sanctuary Fortress of Zoemaytare (Player: Rebonack, Blue Zone)

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    Like so many other prominent buildings in Town, or not so prominent buildings for that matter, this place seemed to pop up out of nowhere over night.

    Buildings are like mushrooms in Town. Probably spread via spores, too.

    Regardless, here it is. A rather sizeable campus marble hewn from the mountains some distance away. Carved and hauled here near the edge of the slums where they were no doubt assembled. Though... no one can quite place a finger on when this happened.

    Though the buildings aren't of only cold hard stone, no. There are timbers as well. Not what one might expect, however. They seem almost organic. As though they had grown into place rather than being hewn.

    Oddness aside, the temple is arranged in a rather interesting fashion. Several concentric wall and courtyards ending in a central temple.

    The outer wall is lower than the rest, each tier of the temple built onto higher ground like a wedding cake. Each wall is topped with a roof supported on the inside by pillars, creating a sheltered walkway. The exact use of these porches depends on the section of the temple one happens to be in.

    Anyone is allowed entry through the first wall and into the first court, the Court of Meeting. Beyond the second wall only worshippers of Zoemaytare are allowed admittance to the second court, the Court of the Blessed. Beyond the third wall only the priests are allowed, where they carry out holy rituals within the temple itself.

    The Court of Meeting is dedicated to service of those the worshippers of Zoemaytare dwell among. Food is prepared for the hungry here and given out without expectation of recompense. Those without a place to lay their head are allowed to sleep within the porch. The grounds beyond the porch are devoted to a wondrous garden boasting vibrancy and spectacular color. This are is always comfortably warm and brimming with life. Wounds heal faster as the body is refreshed. Undead creatures will find that remaining here is decidedly uncomfortable.

    The sky above the temple seems to be perpetually clear, filled with pleasant sunlight in the day and cloaked with gossamer stars at night. Benches are set up here and there, under trees with hanging branches and above fragrant shrubbery. A lively stream flows endlessly in a circuit about the Court, spilling into several larger pools and meandering up a small outcrop of stone before cascading back down the other side.

    This section of the temple is tended by members of the faith. Not priests, though devote. They can be found tending the garden and serving warm food. When in service to the temple these devotees wear a white linen ephod bearing the symbol of a willow tree, ornately rendered in blue thread. They'll be more than happen to answer any questions. Priests tend to have stricter ceremonial garb, including a blue tunic and white robe in addition to the ephod.

    Welcome, traveller. May you be more blessed when you leave than when you came.

    Spoiler
    Show
    New information that isn't readily noticeable at first glance at the temple will be added here.

    The temple grounds are protected by a dampening field that blocks unauthorized teleporation and dimensional shifting. The place is something of a fortress after all. Being able to pop in and out at will would defeat the purpose.

    Zoemaytare isn't a god of (fill in the black) but rather the patron and protector of her people. As such, her domain, if she even has one, is over all that her people do. The people in question are collectively known as the Zoeos, and this particular temple is their first major venture into Town. At present their stated goal is to set up trade relations and aid the city. This is ministered through the temple on account of the Zoeos government being a theocracy.

    It just so happens that there's a dungeon under the temple, though the entrance to it is well hidden.

    NPCs thus far:

    Potentate of the temple: the head priest and administrator. He has yet to be seen 'on screen' though he has been referred to.

    Regent Zachius: And elderly human with a coppery complexion and deep-set wrinkles, the sort of face one expects of a person who has spent a great deal of time in the sun smiling. He's a kind old fellow who is in charge of the Court of Meeting.

    Regent Stephen: A younger human who smells rather distinctly of wolf. He's in charge of the dungeons of the temple and seems to be a rather caring and compassionate fellow. It's his job to bring the cases of prisoners before the Potentate.

    Regent Thadeus: One of the priests who aids in minor upkeep in the temple proper. He usually isn't seen outside the temple and since his position doesn't put him in much contact with the common folk he tends to be somewhat aloof and judgmental. Also happens to be an elf. Those snooty elves!

    Bognus Thundershield: a lay dwarf that operates the temple's teleporter, primarily from Trog's. Though people can be 'ported in from elsewhere as well. While it isn't commonly known, this device can send people over rather long distances, though it's somewhat inaccurate when doing so. Bognus is a bit gruff, though generally good natured. He speaks with a thick Scottish Dwarven accent.


    The Statue of Vyrn (Blue Zone)
    Spoiler
    Show
    On a hill near Evergreen Gardens at an previously empty lot surrounded by spot lights now stands an over 300 feet tall (100 meters tall to be exact) mitharal statue of Emperor Vyrn. Whoever made it seems to have tried to come as close to his likeness as possible on a white mithral surface.
    The emperor is dressed in his most most archetypical attire, one fist raised to the skies and another clutching a sword held against the ground. His face perfectly stoic as he overlooks Inside's harbor.
    The statue is actually hollow and small groups of people are allowed to take the elevator up to be able to see the city from atop the statues head. Otherwise security is tight around the statue with a tall fence, guards and security cameras there to prevent people from defacing it.
    At night the statue is still clearly visible thanks to the many spotlights illuminating it, still making it visible for anyone approaching the city, by day or night.


    The Swordfish (Player: Gulaghar, Grey Zone)
    Spoiler
    Show
    A new shop has opened up in Market Street. The building is a simple affair. A brick building with a massive chimney that constantly billows smoke. On the inside a massive forge dominates the far wall from the entrance. All manner of smithing equipment is carefully placed around the large room that dominates most of the building. Lining the two side walls are many tools for his craft, while lining the far wall are the products of that craft.

    Swords, swords of all shapes and sizes. Some brutally efficient, simple weapons and others pieces of art that are no less functional. Each and every sword is obviously the work of a master.

    And the master is always present. A great robot moves around the room, always working and experimenting with its remarkable talent. The machine is a hulking, bronze coloured humanoid. The robot has a number of slides and doors, implying there's more to it than is immediately apparent. Finally, at its head is a glass dome, filled with water. Dominating the container is a great carp, as big as a man. It gazes at it's work with eyes that know little more than hate. Hate and its new inspiration.

    Word travels quickly of this bizarre master swordsmith. Though it is quite fearsome, the quality of its blades are unmatched.


    St. Guinevere's Sanatorium for Lunatics and Object Seekers (Player: Anyone, Gray Zone)
    Spoiler
    Show
    This insane asylum exists for people questing after Objects from the Holders Mythos. Anyone can run an Object quest, but please look at the community agreed guidelines first as it helps keep things consistent.

    If you want to use the Sanatorium for other uses, feel free, but expect it to be a house of unspeakable horrors.


    The Temple of Dalachrech (Player: Earl of Purple, Grey Zone)
    Spoiler
    Show
    The first room entered is a foyer. On the walls are red drapes with silver, two-tailed scorpions embroidered on to them, and next to the door is an ornate font. The granite font stands about waist height, and is a plinth with a bowl of unholy water. Winding around the font are carved centipedes. A door away from this chamber leads to the main prayer hall. This room also has drapes with the two-tailed scorpion device on the walls, and a red velvet carpet flanked by wooden pews leads to an altar at the far end. The altar is covered with red velvet, with a gold statue and red candles placed upon it. The statue depicts a demon with a centipede's body, a scorpion's tail with spinnerets next to the sting, a stag beetle's head and the claws of a praying mantis.

    Please PM Earl of Purple before entering this location.


    Trollfinger, Ironpick & Greencheek, Mining & Engineering
    (Player: Morty, Blue Zone)
    Spoiler
    Show
    A run-down building near Trog's Tavern was bought by three goblin entrepreneurs with a large crew and now houses their mining and engineering company. Everyone who needs something dug, built, repaired or blown up is welcome.


    Warwick Works
    (player: happyturtle, Grey Zone)
    Spoiler
    Show
    In the industrial area, a building is rented and has a new sign put out front.

    W
    Warwick Works


    The building itself consists of a small office area in front and warehouses in back. There is no indication of what sort of business this is, but a certain cyborg with a satellite might recognize the logo and name.


    Witch Which's Wish Shop
    (Grey, Player: Haruki-kun)
    Spoiler
    Show

    Welcome. If you have stepped into this store, it is because you have a wish.

    The store is big, ancient and beautiful. It has a large garden with colourful flowers, a pond with fish and running water, and chirping birds. This is the outside of the store. The inside, however, is, to put it simply, gloomy. There’s burning candles and incense everywhere. From the hall where you enter you are led off into a side room with a low table and cushions around it. A tall, masked and unnamed stranger brings tea and snacks to the guests. The Witch sits opposite and rarely ever moves.

    RULES (OOC):
    Spoiler
    Show
    This is a Wish shop. Your character will only enter this shop if he has a wish. Whether the wish is granted or not is a different issue.
    Witch Which is in charge of the shop and will grant wishes to everyone who asks, regardless of intent or alignment, as long as the appropriate price is paid. Under certain conditions:

    Condition one: Witch Which will not haggle. She couldn’t lower a price or overcharge even if she wanted to. A balance must be kept in order for the wish to be granted.

    Condition two: When a Wish directly affects another player’s character in a way that would be considered godmodding, the other player must agree first.

    Condition three: The Witch may not reject any wish unless the price is too high to be paid. Wishes to take a life or to destroy the world, for example, carry a price higher than anyone can pay. ANYONE.

    Condition Four: The Witch will never engage in battle. Be glad. The Witch is the very definition of True Neutral.

    Condition Five: The store is not hard to access; in fact, there’s a big sign outside and everything. However, the store’s grounds exist in a special separate dimension, protecting it from anything that could destroy it, up to and including plot.

    Condition Six: Haruki-kun reserves the right to alter the conditions if he feels they’re causing problems such as godmodding or similar issues.


    (Haruki-Kun wishes for a PM to be sent to him upon someone entering the shop so he knows about it.)


    Intersection HQ- LordDeathkeeper

    Recently re-branded, this large but basic structure serves as the new HQ for Intersection, separate from previous Remnant associations. It's well-guarded but given a nice blue-grey paint job and is meant to look more personable and comforting than the stark look of the Empire. It is reasonably, but not heavily guarded. This building is where deputized Intersection groups may seek out the chief of police, Nick Richards.


    Inside's Defenses and RemnantIntersection
    Spoiler
    Show


    Defenses
    Spoiler
    Show

    As stated above, the city of Inside is defended by the Walls, moat, and a force field that can be called upon in times of need, as well as a number of more conventional defensive capabilities, nearly all of which are manned and controlled by Intersection. These include things from Emergency Bunkers, Relief Stations, Anti-Aircraft Cannon, and the like.


    Intersection
    Spoiler
    Show

    As stated before, Intersection is Inside's police force, army, and main defensive body. It is made up of the remains of what was once the Acronymian Empire, and now has again become Insides's police force containing members from Remnant, the Altaran Irregulars and other Revived Empire units, and consists of hundreds of men, women, elves, ponies, bugs, indescribable organisms, and machines, both soldier and civilian, sacrificing their daily lives and time to make sure the city of Inside is relatively safe for it's citizens. There are Intersection Outposts all throughout the city, with the main HQ in Blue Zone, and less Outposts in Red Zone. These can be reached fairly easily, and allow people to report crimes, turn in criminals, collect bounties, and even ask to be recruited. Intersection controls most of Inside's defenses, but also controls Rapid Response Units capable of stopping fires, providing emergency medical aide, and even disaster relief to clean up debris and fix buildings and roads damaged by the day to day events of Inside.

    Squads of Intersection patrol the streets "every so often" and should anyone need one, can interact with them (Please check in OOC upon doing so, however).

    As a note, Low-Level Intersection officers can be Godmodded! They can be assumed to fight the fires that pop up, but can also be asked to provide basic information. This also means that they can be bribed for less well-known information such as someone's name and rank, or to look the other way for a small crime, such as theft. Anything more, please post in OOC in case there is something that needs clarified. The Intersection grunts can be godmodded to be killed on occasion, but if it happens too fast, too often, one of the Intersection players may step in and RP it out. Once again, please post in OOC if you plan on killing a Intersection NPC.

    What is NOT Godmoddable:

    -Getting Security Codes
    -Accessing Secure Areas
    -Killing off more than one or two NPCs at a time, or killing a Named Intersection NPC/PC
    -Stealing Identities
    -Destroying Intersection facilities

    It is not impossible for these to happen, but with proper warning provided to a Intersection player, it can be RP'd out and attempted. However, it should be noted that only Low-Ranking Intersection officers can be Godmodded in this way.
    Last edited by Rebonack; 2021-04-22 at 12:37 PM.
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    Default Re: Inside 72: Halfway to a Gross

    [Perfectly Normal Walk]

    June follows in that direction.

    Upon recognizing where he is, he heads directly back towards the manhole cover where he first met Vix and whoever-was-chasing. It'd make sense, right? he reasons.
    He really doubts he'll actually find anything, though. And even if he does, there's probably nothing he can do - especially without a phone. But at least he might be able to tell an Intersection officer what's going on and what happened, if he does.


    [Necropolis of Kysimax]

    Venus can see the sword mold pieces, but is one hundred percent confident that making her own mold will take longer than it would to just clear off the rust. Not to mention, if she makes a mold in the other room using this sword as the model, then she would need to remove the rust anyway. And if she tries to piece together the mold, she would need some kind of high-temperature adhesive, and even then, she would still need some kind of grinder or something to finish it up anyway since the error would be even worse than the rust itself. Besides besides, she doesn't have unlimited time...since she doesn't particularly have experience with these kinds of furnaces, she guesses it would take at least twelve hours to get it working properly and to get the iron melted and in the right place and everything...if only she had electric powers or fire powers instead of nature powers, that would make it easy. But she does have to get back! Sooner or later.

    She sighs and keeps on going, wishing she had some kind of safety glasses. She can't even use magic to make fake ones! Since they wouldn't work on blocking this sort of stuff, anyway.

    Venus keeps on grinding at it with the ceramic, swapping pieces every once in a while when it looks like one gets too full of rust.
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    Default Re: Inside 72: Halfway to a Gross

    Necropolis of Kysimax

    Eventually Venus scrapes most of the rust off and can insert the sword back into the lock.
    This time, it fits, and the lock turns. The stands behind the throne suddenly slide back and open up to create a dark passageway leading deeper into the tomb. A musty smell wafts out of the opening.
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    Default Re: Inside 72: Halfway to a Gross

    [Two Detectives]

    "I do have some experience with ghosts too, though I don't think it would be appropriate for me to assist unless I absolutely have to." Ava remarks, not even putting notebook at a time like this and will follow unless he suggests otherwise.

    But regardless how Michalson choose to deal with that it won't be long until he catches sight of the disturbance as it's big. Nearly the size of the three storey buildings its moving past.

    Floating above the traffic jam it has most likely caused is what at first glance what appears to be a giant swarm of flyers which someone just released into the air. But not all of these papers are flying free as there's a body, one might describe it as a enormous balloon which surface contorts and writhes. The only thing he can tell for sure being that there are a number of appendages coming out from the beings lower half.

    It's difficult to make out many details from this distance however and Michalson will have increasing difficulty getting through the crowds moving in the other direction. From what he can tell though, it doesn't appear like the creature is attacking anyone or anything yet its presence alone seems to be enough to stirr chaos even in a city as diverse as Inside. Something which itself might seem odd to him.

    Cane Street Library==> Pennilan's Tavern

    Jaahlyn regards the decorations curiously. "So that's what that was all about." She mumbles shortly after Jim mentions 'thankmas'.

    Spending a moment to take in the decorations he was referring to along with the tavern before she replies to his inquiry. "Eh... booth? And I don't mind. I was too busy to even notice the holiday passing me by back then so this will probably be my only chance to enjoy the decorations."
    Last edited by Shadowcaller; 2021-04-16 at 02:52 AM.

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    Default Re: Inside 72: Halfway to a Gross

    Quote Originally Posted by bc56 View Post
    Red Zone Building

    "Weird things happen in the Nexus all the time. No one will pay it any mind." Jade watches Karl with interest. "What do you mean, not what I think it is?" She asks, cautiously.
    Red Zone Building

    "You will see." he just says. When he is done he pushes his hand on the ground causing the circle to grow. Short after skeleton hands emerge from the circle climbing out of it and also trying to help other skeletons to get out. In total there will be six with different medival weapons. Axe sword and shield and spears. They seem to talk with Karl and he only nods.
    "At your signal." he says, obviously not in a mood to answer any questions right now.
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    Default Re: Inside 72: Halfway to a Gross

    Pennilan's Tavern

    Jim motions to a server and moves over to a nearby booth. The seats are vintage but soft and only a little cracked. They are shortly presented with a menu. Specials include Ruben sandwiches, roast chicken, fried chicken, sliders with pesto, and a few rather elaborate sounding salads. There's also a beer list. A very long beer list.
    "Hey. Let me treat you tonight. It can be just the once." He winks, but this seems serious. Does she not get out? At all? If not, why is she letting herself now? Well, if she's not allowed to live a little (or doesn't allow herself) he can at least do his best for tonight. Even if he's not sure why tonight is the exception.

    Philip Memorial Library

    Sphinx frowns.
    "Yeah. Hm. I'd steer clear of it. The sprites like the gaiads are sweet most of the time, but the rest of the faeries in there can be nasty. Chimera's planning on downsizing the place. Don't tell anyone about that; I'm only telling you because they're already working with Intersection about it. But yeah, turns out most of their kind have trouble stealing identities from folks that aren't human-adjacent, so I'm safe. You're...not." It's certainly one perk about being a sphinx. Except instead of trying to steal her Name the pookas just make fun of her looks. It's not the most fun place even if it is the embodiment of her sister.
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    Default Re: Inside 72: Halfway to a Gross

    Red Zone Building

    "...Oh." Jade doesn't seem too put off though. "It could be worse. Okay, I'll signal you when I'm in position." She clambers onto a dumpster, and from there jumps to cling to the crossbeam of a broken lamppost, and then swings her way onto the roof of the building with practiced ease. "Okay, ready."
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    [Two Detectives]

    Michalson doesn't really consider it very odd. There are many things that can spread chaos even in Inside. This... swarm is huge, but seems non-threatening, so its influence has to be more insidious. The detective pushes his way through, with difficulty, waving his badge around if he has to.

    "Aye, probably. Just stay back and watch what happens. If I'm turned inside-out, do call my superiors."
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    Default Re: Inside 72: Halfway to a Gross

    [Necropolis of Kysimax]

    Venus is pretty tired once that's done.
    Her arms, mostly, and her fingers too. Since she needs to give her hands a break, she decides that she has to leave all her grocery bags next to the throne.

    Which is pretty good, because that smell. She brings her hand up to her face to block it out. It's...some kind of mold? But everything's dead. Dead mold maybe? No idea. She can't really tell. Regardless, she doesn't exactly want to breath all of it in if she can.

    Keeping a hand over her nose and mouth (it doesn't really help, but at least large dust/etc particles won't go in her mouth or nose) and goes down the dark passageway. Her other hand reaches out for the wall.
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    Necropolis of Kysimax

    Not musty like mold. Musty like an old book. A dry and powdery smell.

    The passage ascends a staircase to another, upper room. This room is dark, but the vague shape of another throne looms on the far end. Again, there seems to be a skeleton, or some other person-sized shape, slumped on it. The old-library smell is very strong here. Rectangular shadowy shapes line the walls, difficult to make out in the gloom. Something crackles like dead leaves under Venus' hoof.
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    Pennilan's Tavern

    The satyr seems relieved at the offer as she seems to have grown increasingly tense as they sat down. "Seems like a fair exchange for my lesson, so that would make us even." She points out. "I should warn you that I have some, ah, restrictions when it comes to money. Can't really own it, I usually just exchange favors." So how was she planning to pay for drinks then?

    "Still, thank you. I don't usually get offered, uh, drinks."

    [Two Detectives]

    "I do have their number." Ava remarks dryly as the two continue forward.

    By the time Ava stops, Michalson can get a better view of the being. It can be said to look like a far larger version of the papers that swirl around it as if they'd been caught up in a windless tornado. Like a single gigantic book page which someone decided to try to fold into an animal but ended up with something completely unrecognizable.

    The only consistent features are the appendages which drags underneath the being like the tendrils of a flying jellyfish. It appears as if it's using them to walk yet they never actually touch the ground. Underneath it are cars and people simply trying to get through, likely heading to work at this hour. The appendages sometimes drag along the roof of particularly tall cars though it seems so light that it doesn't even bend the antennas of one of the trucks it brushes past.

    People are swearing and telling it to get lost yet the creature does not seem to reply to this kind of stimuli. It simply continues forward towards some unspecified destination.

    One thing that Michalson might take particular note of is how the papers that swirl around the creature seem to land. He can see that both windows and windscreens nearby but not a single paper have simply flown into a wall or just landed on the street. He can also see the papers flying straight into people's faces as they try to move past.

    Speaking of, as he get a closer look at the being the world around him suddenly becomes blurry except of this passage of text on the creature's body which he seems to zoom in on. The text shifts into words of a language he can understand and suddenly its as if he's reading a book and is unable to stop himself. Now all sounds and other stimuli also seem to fade in the background like when you're consumed by a particularly interesting part of a good book.

    But Michalson doesn't actually read the passage, even if he understands the letters the moment is over so quickly that he doesn't have the time to make sense of it. Since then he is just left staring at the creature once more. The writing on its paper skin once more far too away for him to understand any of it.

    Yet there is now a memory in his mind that wasn't there before, something which depending on his other memories might seem completely alien or like it actually is his. He will remember that as a child accidentally stomping a kitten to death by mistaking its movements for a snakes in the tall grass he was moving through.

    Something which he was too horrified and embarrassed to tell anyone.

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    Pennilan's Tavern

    Well. That certainly explains some things. Jim opens his mouth to ask "why" only to remember that the answer is likely "faerie" so he decides not to waste their time with questions without satisfying answers.
    "Well, you're welcome. I can cover this sort of thing when we're together if we do this again. You can pay me back when you feel like it. Better than offering favors to the bartender, right?" he can't imagine that going well every time. No wonder she doesn't indulge herself often.
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    Default Re: Inside 72: Halfway to a Gross

    Quote Originally Posted by bc56 View Post
    Red Zone Building

    "...Oh." Jade doesn't seem too put off though. "It could be worse. Okay, I'll signal you when I'm in position." She clambers onto a dumpster, and from there jumps to cling to the crossbeam of a broken lamppost, and then swings her way onto the roof of the building with practiced ease. "Okay, ready."
    Red Zone Building

    Could be worst? Karl seems to be more confused by that reaction. But he shakes the confusion away and starts to follow her up. He doesn't go the same way as her, at least not full. He also get's on a dumpster and then uses one of the skeletons with shield as another step to jump at the roofs edge. He then pulls himself up. All this doesn't look very smooth but at the end he should be behind her. The skeleton will then head for the front entrance, weapon drawn and storming at the people who guard it or idf no guard are outside they try to storm through the door.
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    [Two Detectives]

    As soon as Michalson feels the memory appear in his mind - confusingly so, since he certainly never saw a kitten or a single blade of grass when he was a child - he acts reflexively and without thinking. It's probably the only reason why he manages to accomplish it. His left hand performs an odd gesture while he mutters something under his breath. None of these are actually required for what he's doing; merely methods of helping him concentrate. An invisible change comes over him as he becomes a blank space, untouched by the strange being's reality-warping power. Looking up at it, he takes a deep breath and focuses outwards, trying to extend this effect on it and prevent it from seeing thoughts in others.

    Ava will see little but intense concentration from him, but the air around him gets oddly colder and drier; if she has any sensitivity to magic, she might feel as though Michalson first pushes it away from himself and then tries to nullify it around the strange being. There's something strange and off-putting about it even without magic senses.
    Last edited by Morty; 2021-06-02 at 06:26 PM.
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    Default Re: Inside 72: Halfway to a Gross

    Red Zone Building

    A pair of thugs, with crude blunt weapons, wrenches and bats, are lazily standing guard outside the front of the building. They start to their feet when the group of skeletons approaches. One of them pulls open the door he was leaning against and calls for aid. The stomping of feet rushes towards the door, the clatter of simple weapons being readied.
    "Now's our chance," Jade whispers. She scampers across the roof to an air duct. "We should be able to get in through there." She clambers inside and drops out of sight.
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    [Wandering Into Trouble]
    Quote Originally Posted by Earl of Purple View Post
    Prumathe grabs the astronaut's rope, and then waits for Sekhmet, to be sure she's also got the rope and is safe. And... has other Prumathe cut the whole mushroom apart? That's quite scary. What exactly does his magic do? Prumathe should ask. If he gets time. That seems unlikely to happen, unfortunately.

    It'll slow the spiders down, at least.
    Well, it would be quite a lot to cut the whole mushroom apart!
    But he has set it up to collapse under its own weight. See, at that circle he set around it, it's cracking, coming apart faster and fast as they all swing away on the rope.
    As they make their way up to the other mushroom, the astronaut asks. "Your world, which one is it? Where'd you come from?"
    I'm sure that whatever answer Prumathe gives, the other two will say just the same thing.

    [Perfectly Normal Walk]
    Quote Originally Posted by 5a Violista View Post
    June follows in that direction.

    Upon recognizing where he is, he heads directly back towards the manhole cover where he first met Vix and whoever-was-chasing. It'd make sense, right? he reasons.
    He really doubts he'll actually find anything, though. And even if he does, there's probably nothing he can do - especially without a phone. But at least he might be able to tell an Intersection officer what's going on and what happened, if he does.
    The cover is missing, actually. The manhole is open.
    June could head down and check things out, if he wanted.
    Or maybe he notices, in the corner of his eye, that he's being watched? That monster that was after Vix back then, with its too many feet and its skeletal face, there's another one; it had just been watching the manhole entrance from behind the corner of the roof there, and now it's scuttled away.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
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    Default Re: Inside 72: Halfway to a Gross

    Quote Originally Posted by bc56 View Post
    Red Zone Building

    A pair of thugs, with crude blunt weapons, wrenches and bats, are lazily standing guard outside the front of the building. They start to their feet when the group of skeletons approaches. One of them pulls open the door he was leaning against and calls for aid. The stomping of feet rushes towards the door, the clatter of simple weapons being readied.
    "Now's our chance," Jade whispers. She scampers across the roof to an air duct. "We should be able to get in through there." She clambers inside and drops out of sight.
    Red Zone Building


    The skeletons are no epic fighter. Rather mundane NPC guards, but having shields and spears should be very helpfull against wrenches and other simple weapons.
    Karl is right behind her, thougth his movement doesn't look as smooth as hers and she might sep away from the airduct if it goes straight down. His attemp to be stealthy aren't the best.
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    Default Re: Inside 72: Halfway to a Gross

    Pennilan's Tavern

    Jaahlyn chuckles whatever tension that was there instantly disappearing. "You bet, things can get pretty awkward. Thankfully, I got arrangements with a few businesses for lodging and food so it all works out in the end." She eyes the bar before her black eyes turn back to Jim. "So what about you then? How do you stay afloat? You're a... wizard's apprentice? With the cauldrons and the frogs and all?"

    [Two Detectives]

    The entities influence is very subtle but Michalson can probably tell that it's protecting him at least as he can feel no more alien memories invade his mind. There's also a reaction from the entity itself as it suddenly changes course. Instead of following the road it suddenly start to float over the building that's furthest away from him.
    There is a sense of relief from the people that were getting through, though several of the more magically sensitive species now look uncomfortable for other reasons.

    Ava has taken position within an alley no one uses and seems to make a few quick notes as she's observing the situation.

    But as Michalson seems to have managed to repulse the creature, he's getting chatter from his communicator.

    More of these creatures have been sighted in several parts of Inside. They seem to vary in size and shape, Michalson probably found the largest one so far, but they all have the same general description. Being called "wraiths" or just "paper elementals" as there seem to be no agreement of what they are exactly. What there's agreement on is that they're causing major disturbances within the city limits and that no one has any idea where they came from.

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    Pennilan’s Tavern

    Jim chuckles.
    ”What, no, I’m a toy maker. I learn magic on the side. Illusions are useful but they don’t pay the bills. Maybe I’ll have enough to do a routine some day! But for now I make toys and run deliveries. That’s how I got these toned legs.” Jim grins, tapping his hooves on the floor. It’s hard to show off your lower body’s muscles when it’s covered in goat hair. Satyr problems.
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    Red Zone Building

    Jade flinches at the noise Karl makes, but says nothing. If the distraction is working, it shouldn't matter. She creeps along through the vent until she reaches a grating that leads into the building, and peers through. "It looks clear. Got a way to open it?" She whispers.

    Out front, the thugs aren't anything special either. They can hold the skeletons off, but that's the most they can do against an enemy that organized and difficult to kill.
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    Default Re: Inside 72: Halfway to a Gross

    [Two Detectives]

    Right, so the thing is at least smart enough to get away from him. Is it scared of someone who's unaffected by its power and can make it stop? Michalson observes it as it leaves and waves at Ava to come closer. He also speaks into his communicator.

    "This is Detective Barring. The paper elemental seems to be injecting false memories into people. I managed to make it stop for a while. It's retreating now."

    There's not much the others can do with this, probably, but it's something.
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    Wandering Into Trouble

    "I'm from the Nexus, we all are, but... not the same one. Is there a way we can make sure we're sent to the same one we came from?" Prumathe watches the collapsing mushroom, still quite impressed even if Prumathe didn't cut all the way through and is letting it collapse under its own weight. "Would my phone number help?" Chances are it's the same as that of other Prumathe, though, so it probably doesn't.
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    Default Re: Inside 72: Halfway to a Gross

    Quote Originally Posted by bc56 View Post
    Red Zone Building

    Jade flinches at the noise Karl makes, but says nothing. If the distraction is working, it shouldn't matter. She creeps along through the vent until she reaches a grating that leads into the building, and peers through. "It looks clear. Got a way to open it?" She whispers.

    Out front, the thugs aren't anything special either. They can hold the skeletons off, but that's the most they can do against an enemy that organized and difficult to kill.
    Red Zone Building

    Karl got the 'sorry' look in his face, knowing he wassn't that stealthy. On her question he pulls out a knif. It's a short one so not really for fighting. "Taking the screws out with that or just bashing through." he says. "Other things are a bit to flashy."
    Grammer is my declared deadly enemy!
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    Quote Originally Posted by Earl of Purple View Post
    "I'm from the Nexus, we all are, but... not the same one. Is there a way we can make sure we're sent to the same one we came from?" Prumathe watches the collapsing mushroom, still quite impressed even if Prumathe didn't cut all the way through and is letting it collapse under its own weight. "Would my phone number help?" Chances are it's the same as that of other Prumathe, though, so it probably doesn't.
    Sekhmet gives her phone number, which is the same as Prumathe's number, and also Prumathe's number.

    Climbing up atop this other mushroom, there's a little landscape of plateau and valleys, archways and columns. It seems pretty, but it's hard to see what, if anything, it would all be good for.
    The astronaut taps a few buttons on the outside of their suit.
    "Nexus. Can get you to an Nexus. For the right ones, need some sort of map...or detour."

    The spiders have all in an instant turned around and zipped out of the way of the collapsing mushroom, like they executed a minute's worth of running clear in just a second. Broken stone and sponge crashes in every direction.
    ~Inner Circle~
    Quote Originally Posted by Raz_Fox View Post
    He takes normality and reason and turns them UP TO 11!
    Quote Originally Posted by Anarion View Post
    Recaiden, stop using your mastery of the English language to confuse the issue.
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    Default Re: Inside 72: Halfway to a Gross

    Red Zone Building

    "Perfect. Pass it here." Jade holds out a hand for the knife.

    Once the grate is opened out, Jade squeezes out of it and looks around. "We're clear." She'll help Karl down before taking stock of the situation. They're in a hallway, thankfully empty of people. There are a couple doors along it. One is to a restroom, according to the sign on its door, while another is labeled as an office. The third is unlabeled. "We're looking for a place they would store valuable items they steal."
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    Wandering Into Trouble

    "What kind of a map or detour? Would this work? I've got a navigation app on my phone." He gets his phone out and shows the app. He doesn't know if the satellite GPS thingy works from here, though. It at least provides a connection to a map of the right Nexus. And if Sekhmet has a smartphone, she should have it too.

    Sweet Dreams Ice Creams

    It's a small ice cream parlour, most of the tables outside under a striped awning. There's two staff, a halfling who dishes and a half-elf teen who serves. The parlour is empty right now, with the half-elf wiping down tables. The teen is about sixteen, with green hair and pale skin. She's wearing her uniform, a pink chequered dress, white apron and sensible black shoes.

    A book is lying on one of the tables, one that hasn't had a visitor sit at it at all today. It's a large, chunky book, and the girl approaches it with some surprise. "Hey, uh, boss? Did you see anyone leave this book here?" She reaches out and touches the leather cover, and the halfling glares and shakes his head. The half-elf rolls her eyes at him, and flips the book open to read it. "The... Book of Life? Huh." That's caught her attention, and so she reads more. Time slows around her, or so it would seem if she weren't so focussed on the book.

    (Roll: 6, Book of Life, followed by a 1.)
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    Default Re: Inside 72: Halfway to a Gross

    Quote Originally Posted by Deathkeeper View Post
    Sam's Room

    Sam raises an eyebrow.
    "Um. Yeah? I mean, the only spirit there is you, right? So we can just fix the place up and tell everyone that the house is good and bam, done. No one's gonna question it. And like I said, Lucy's handling our house finances. I can be as picky as I want. So you're fine. I've got a solution lined up and you don't. Of course I can't kick you out." he says sincerely. He knows how she feels; he couldn't have imagined anyone doing this for him while he was in Skyside. But with his life now, he's happy to be a part of there being good in the world without there being a catch.
    Sam's Room

    "Uuuuhm.. I mean, I think I am? Er.. Well.." It was evident that Alva was trying to figure out how to phrase this. "So, let's make a bit of an assumption that I might be someone you could call 'attractive' yes? There's.. It's kind of more than just 'animal magnetism' sometimes." she said, a sheepish tone crawling into her words. "It's kind of a thing for my sort of people.. And I've apparently got a bit of a bad case when it comes to things. Like, sometimes it's almost a full year before it happens and sometimes it's just a week of staying somewhere. The things that tend to... Show up aren't typically harmful. At least I don't think they are? They're.. They like the people that were there when they started, uh, 'haunting' a place but can also be... It's not really like they're guarding the places so much as they're.. I guess the best word is territorial?" she said.

    "So.. Sometimes when a small community decides that these spirits are a nuisance, they get someone who can drive them out. Though.. Others just go about with placating them and a few end up embracing it and turn into haunted villages that you can only find when you're lost in the woods and have horribly bloodcurdling tales that are equal chances either true or horrible fabrications, depending. People generally figure it's easier to be done with them than put in the extra effort or risk turning into one of 'Those' towns so it's.. Well, I can at least see the reasoning behind the first choice... Though I might not entirely agree with the, uh, additional part where you'd then also try to get rid of the root of what caused what really isn't that much of a problem." she said, the tone of her voice sounding that while she wasn't drawing from personal experience on that last part, she had heard plenty of stories.

    "Ahem. Anyway! I won't say no if you don't want the place but I was wondering if you wanted to.. Well, make sure that the job was done so you'd get your payment, I guess? I mean, I wouldn't want you to have your work ethic called into question but.. Well, actually, you didn't run into anything spooky, right? You seemed fine so.. It's probably fine." she said with a shrug.

    Sam... Didn't have to disabuse her of this notion if he didn't want to.

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    Default Re: Inside 72: Halfway to a Gross

    Quote Originally Posted by bc56 View Post
    Red Zone Building

    "Perfect. Pass it here." Jade holds out a hand for the knife.

    Once the grate is opened out, Jade squeezes out of it and looks around. "We're clear." She'll help Karl down before taking stock of the situation. They're in a hallway, thankfully empty of people. There are a couple doors along it. One is to a restroom, according to the sign on its door, while another is labeled as an office. The third is unlabeled. "We're looking for a place they would store valuable items they steal."
    Red Zone Building

    He hands over the knife as promissed. Mainly his only weapon if you think of it. Karl looks at the door signs he can see. As he speaks his tries to be as quiet as possible.

    "I don't see something like a treasure room or such. The one with no Label might be the best one here.How big is your thing? Maybe we can exclude places if we know how much place it takes to store?"
    Grammer is my declared deadly enemy!
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    Default Re: Inside 72: Halfway to a Gross

    [Two Detectives]

    The strange being eventually floats over the building and then continues in the new direction it picked and will eventually disappear out of sight if Michalson doesn't pursue it. It's likely it will cause more trouble wherever it's heading.

    If he looks around he can see that Ava has moved moved in closer to him now that the creature has moved on. But she doesn't seem to think this is the right moment to ask more questions just yet. It does seem like that isn't the only of the creature moving around the city after all so this was an ongoing situation (see the event).

    Pennilan's Tavern

    Jim can't be sure what comes most of a surprise to Jaahlyn, that he's a toy maker or that he was showing off his legs to her now. It was quite a train of thought to go from toys to toned legs but she seems willing to go along with it. "Oh, so you could say you're a toy-courier of sort?" She inquires with a smile. "Me too, well, not so much the toy part but I do run around with precious goods that needs protecting a lot. I wasn't aware toy-makers made use of magic though, must be quite an unusual one. Secretive too if you can't tell anything about them." Her curiosity seems piqued.

    [INSIDE EVENT - Forbidden Knowledge]

    The city has been invaded yet again, this time by a large group of bizarre yet seemingly peaceful beings which seem to have simply floated in from somewhere.

    They're not attacking anyone or anything but they seems to be trying to intentionally get in the way of everyone they come across and their mere presence is unnerving for everyone around them. Simply looking at them seem to instill a person with memories that are not their own. Memories that might change their life for better or worse.

    For now they are simply moving around Inside with no other purpose than to be seen, though whatever they're doing here most people are convinced that it can't be good.

    Spoiler: Plot Information
    Show
    Heresy elementals or deep elementals as they're also called spread the forbidden knowledge of the dead. Simply looking at them will imbue a watcher with the memory of the deceased.

    Spoiler: Description
    Show
    The elementals do not restrain themselves to one single form and often come in rather bizarre shapes, though can also come in more coherent humanoid forms that still can range wildly in size. Essentially, they assume any shape that would draw people's attention.

    Regardless of their shape however, these elementals appear to be made up of hundreds if not thousands of pages coming in all colors, materials and shapes. From ancient looking rune stones and papyrus to modern paper. These are covered in an equally diverse form of writing ranging from ink to blood and other more bizarre substances.

    Pages like these not only make up the creature's body but also swirl around like it as if caught by a whirlwind. It uses these free flying parts to spread the dark knowledge that makes up even further as looking at them is like looking at the elemental itself.


    Spoiler: Behavior
    Show
    While the elementals aren't sapient per say their deep exposure to dead sapient beings memories make them able to adapt to them to some degree. They know how to get attention and how to keep it and that's all they desire. As by making sapient beings look at them they can imbue them with the memories they hold.

    Otherwise the elementals are peaceful and won't react to any provocations though might often get in the way of things such as cars or people walking. Some might simply try to be in the way as much as possible while others can attach to certain individuals and start following them wherever they go. If they get too far away or are clearly leading them away from a crowd the elemental will simply latch on to someone new to follow. The only things they avoid is magic that ward off spirits and deserted places as they like to be seen by as many people as possible.

    They can't speak but can make noise using the voices of the dead coming out as a incomprehensible chorus. The elementals use this as a way to get attention as like their forms these voices also spread the knowledge the elementals wish to spread.

    If attacked the elemental will often use the chorus of the dead to defend themselves as the sound can get so loud it can shatter glass and leaves ears bleeding. If the elemental is smaller and agile it will often just scream and flee the scene but if its larger or doesn't have that option it can and will get violent until the danger has passed or it can flee.

    If need be the elementals can force themselves into spaces where they shouldn't be able to fit as their forms are quite malleable and they will often use this as a means of escaping danger.


    Spoiler: Fighting the Elementals
    Show
    Heresy elementals are spirits and are susceptible to anything a spirit would be susceptible to in a fight. But a character doesn't need that however as their physical forms can be destroyed by more traditional means.

    Many of the elementals are at least in large part made of flammable material so fire is especially effective. Bashing attacks are somewhat less effective for this reason as the elementals lack internal organs. But anything that can cut through their forms such as swords or bullets will at least injure them though they can take more piercing damage than your average humanoid before they're destroyed, especially if they're big.

    In a fight the elementals often use simple slam attacks to defend themselves depending on their form but they can resort to other tactics if the situation calls for it. They can use the papers swirling around them to choke a humanoid by the papers flying into their mouths and forcing themselves down their throat until they can't breath.

    In addition, they can use their chorus of the dead (as noted in "behavior") and if they have physical contact with an attacker they can also let the ink (or other writing material) which they're covered in to flow into them like water, infusing them with so many memories at once that they die. The elementals do not want to kill people however so this is a last resort.


    Spoiler: Gaining Knowledge
    Show
    When a character either looks at the elemental itself or one of the many pages that swirl around it they are imbued with a memory of a dead person.
    This however is not any knowledge, its knowledge that the person wanted to take to their grave. That they didn't want anyone to know about.
    As the elemental is using the inherited curiosity most intelligent beings have to infuse them with these memories they are more often than not relevant to the character somehow. Note that for simplicity a character generally only gains one of these memories but if the player wants to they can always infuse them with more.

    When the character gains a memory from an elemental either pick one of the options on this chart or roll a d6 which can be done on this site or using the forums own dice roller in the pbp subforum.

    Each memory play's out as if the character themselves had been the owner of the memory so feel free to describe the memory your character experience or don't. Whatever you feel works best for your character. If you don't want to subject your character to any of these results you can just say they gained a memory with no partiuclar significance. Like a child accidentally destroying a vase and covering it up.
    Roll Result
    1 Abhorent: The memory is completely abhorent to the characters sense of morality and is something which they might feel a linger sense of disgust and/or outrage about. Perhaps it will spurr them to take bold action against this sort of thing or will leave them wanting to somehow undo the action by seeking out the victim or their relatives to make amends.

    Examples: Murder, abuse, heresy, forbidden sexuality, control of a specific person, corruption.
    2 Temptation: The memory is something that the character long has felt tempted by. Something they know is wrong but still have a deep desire to experience. This might either leave them feeling guilty of their desires or be even more tempted to give in to them.

    Examples: Same as 1.
    3 Discovery: These memories will lead the character to find out something they will find interesting. Perhaps this will lead to them finding out that their beloved grandmother was a murderer or the location of an object which they would like to possess.

    Examples: A dark secret of a dead relative, friend or person the person the character looked up to. The knowledge how to make a terrifying weapon. The location of something dangerous which the character desires.
    4 Passion: The character is filled with the memory of a strong feeling (usually hate or love) towards an organization, object, person or whatever the player can think of. The owner of the memory concealed these feelings their entire life and now the character has them. How will they handle these powerful emotions?

    Examples: The memory of an secret admirer or adversary to another character. A dead person they knew that they didn't know hated or loved them. The characters now desires to possess a object owned by a powerful person or organization.
    5 Possession: The memory resonates so strongly with the character that they for a few minutes (or however long the player wants them to) the character actually believes they are the owner of the memory.

    Examples: The character is overtaken by an (dead) alternative version of themselves who does something horrible before the character can regain control. The character is overtaken by a dead ancestor who do something cryptic before the character can regain control, now they need to find out why.
    6 Madness: The memories the character acquires are a mumbled mess of emotions and thoughts which instill a powerful sense of paranoia as the character suddenly believes that they are being watched by something inside their own mind. Something they will feel is going to do something terrible if not the elementals are not destroyed or returned back from where they came.

    Examples: The character has visions of eyeballs moving inside their brain (or whatever constitutes as one for them) and believes that people are staring at them wherever they go. The character sees the knowledge which the elementals instill growing like black paper-like fungus from the heads of everyone that knows of it, including themselves. The character is beset by powerful headaches as it feels like their head is coming apart as it feels like something is moving inside of it.

    Please note that if you involve another player's character in the memories somehow please message them first. Otherwise message me if you need help or ideas with any of these memories.


    Spoiler: The elementals and the fey
    Show
    Looking at an elemental has a particularly potent effect on fey as they gain more than just a memory, they gain an mask or identity from a long gone fey or spirit. These can have some pretty profound effects which are listed on the table below.
    Like with the other table either pick one of these options or roll a d6 if your fey character get exposed to the elementals which can be done on this site or using the forums own dice roller in the pbp subforum.

    Like with the memories the roles they gain are more often than not somehow relevant to the character. For instance, they can be the complete opposite of the characters personality or be something they've always desired to be like a ruler or powerful warrior. Perhaps it's a role they once had long ago but shed or the role one of their enemies or friends once held.

    Roll Result
    1 Simplicity The character is infused with an extremely simple spirit with a singular focus. This new focus will start to eat away at the rest of their person and they will have to start manage this obsession somehow. To reflect this change their appearance and powers might also change in subtle ways in line with their new focus.

    Examples: Hate, ducks, roads, swords, cars, domination, peace, snow.
    2 Resurrection The character is infused with someone they once were or knew and the new personality might start to take them over along with whatever powers they held. The two personalities will have to struggle against one another until either one emerges victories or the two truly merge. This might also cause the character to change physically.

    Examples: A great fey hero the character have heard stories of. A powerful villain that sought to bring the world to their knees before they were slain. An old nexus character long gone whose player wish to bring them back.
    3 Metamorphosis While the characters mind remains unchanged their physical form start to assume the characteristic of a dead fey or spirit. These physical changes seem to follow the character regardless of what form they take and they might end up completely transformed into this being or end up as a hybrid between their old and new form.

    Examples: A fey beast, a fey of a different sex than the character, an extremely terrifying or beautiful being.
    4 Split The character completely assumes the personality and/or appearance of another spirit or fey before eventually switching back to their original form and personality. This switch is caused by some kind of trigger like the classical werewolf seeing the full moon.

    Examples: A savage monster which needs to be contained. A fey which intends to fully abuse this by racking up debt or/and causing other kinds of trouble while they're in charge. A being which wants to return to life or have some grander goal and will use all its time in charge to accomplish it.
    5 Unstable The character gains the powers of several fey and spirits which sometimes even replaces their current powers. But these new powers are not completely under their control as the beings granting these powers have claimed parts of the characters body as their own and will change them to be more like them. These body parts might at times act out on their own and use the powers they grant for their own purposes.

    Examples: One hand becomes a claw while the other a pincer which keep attacking one another. One of the characters legs turns into stone, they can still move it but they occasionally stop when the "owner" of the leg wish the character to do something for them. The character gains two more arms which keep trying to pickpocket people they pass.
    6 Guardian/Heretic The character is possessed by a fey obsessed with either containing the heresy elementals and the knowledge they spread or to aid them and spread it as much as possible (player's choice). They will go through any length to accomplish their goal and the character might either try to appease them or fight them as much as possible. The characters appearance and powers will start to change as they are possessed but neither they or the other fey are in full control of their body.

    Examples: A fey wishing to kill any mortal or fey which is imbued with the elementals knowledge is possessing them. A being which seems completely insane and shares visions to the character of the knowledge causing people's heads to literary split open to release something, and the fey considers this a good thing. A spirit which in one moment wish to destroy the elementals and the other wishing to spread their knowledge and is forcing the character to try to do both.

    Please note that if you involve another player's character in any of these results somehow please message them first. Otherwise message me if you need help or ideas with any of these.
    Last edited by Shadowcaller; 2021-04-22 at 12:04 PM.

  30. - Top - End - #30
    Ogre in the Playground
     
    Deathkeeper's Avatar

    Join Date
    Sep 2012
    Location
    Definitely lost
    Gender
    Male

    Default Re: Inside 72: Halfway to a Gross

    Pennilan's Tavern

    To be fair the table obscures their lower bodies rather well. If it wasn't for their horns and ears nobody would even know they're satyrs/fauns.
    "Well, it's the principle, you know? You're a friend, so Sticks wouldn't mind that you know who I work for. But don't go telling people about him and magic. He's just a toymaker." Jim says quietly.
    "The toys Sticks makes come alive in a very real sense. But I only know illusions. And that's fine. I can do plenty with that."

    Sam's Room

    Sam gives Alva an odd look. Truth be told, Sam used to be an expert liar. Sam was so good a liar that he got himself into business he had no right being in. And theoretically the snout only makes it easier to lie to people experienced in reading human faces. But ever since he escaped Skyside he just hasn't needed that skill. He's out of practice and he just doesn't know if it's worth it anymore. Most of the time in situations like this, he just tells the truth.
    "I saw some things. Bloodstains, noises, that sort of thing. Nothing tried to brain me or anything. I'd thought that was you?
    Anyway, I'm not being paid. I was just answering an ad that offered the house for whoever could make it presentable. So you could claim it just as much as me. And I also don't really know anything about ghosts? Usually I just wave my key at it and sometimes that solves the problem. And if it doesn't I just call for backup."

    Sam stands up and starts rifling through his drawers.
    "I did have a poltergeist at my Riverside apartment once. Some weird lady barged in and busted it for me. Only after it ruined half my china. I could find her card? I bet she'd jump at a chance to get a loyal customer like you. Assuming you don't want to live in the spooky ghost house to keep your neighbors away." Sam turns and gives Alva a wink.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

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