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    222 KB Totemist Quest Diarca !!rV8GTu4cyt+ 05/19/11(Thu)00:18 No.14975796  
    You stare down at the simple wooden box before you. It's difficult to believe that the greatest man you've ever known now resides in that simple prison. Ayren Overwake, the famed master craftsman, recently succumbed to a particularly grievous wound he obtained on his most recent and dangerous hunt: seeking the fang of a basilisk. He had faced down many foes before, but the terrain was not on his side: the swampy lair of the beast offered one too many unstable footholds, and one bite was all it took to resign him to the reaper's grasp. You blink back a fresh wave of tears, turning your head aside. Your younger sister stands beside you, clutching at your arm. She is too young to understand what has happened, but the general air of sadness pervading the graveyard is enough to bring a frown to her face, and a quiver to her chin.

    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)00:18 No.14975806
    The villagers look over you with a critical eye. It was never thought that you would be forced to take on the Totemist's role so soon. You've only just finished learning the basics of the craft, and though your master's library is great, it is a poor substitute for his expert tutelage. Though you will not stand alone in your defense of your village, you must now step into the role of the most integral cog in the vast mechanism that allows your tiny settlement to eke out survival against the unforgiving wilderness. The warriors will rely on you to keep the greater threats at bay so they may focus on the day-to-day survival of the village, and the healers will look to you to retrieve the rare and dangerous ingredients necessary to cure the strange plagues that occasionally sweep the land.

    Fortunately, you are not entirely alone.

    Your mastery of the crafts of the Totem, while inexpert, are powerful for one with so little experience. Your master took you on as an apprentice when he had turned so many others way in recognition of your raw talent. You hold the contracts of several minor spirits bound to totems about your person, and though they are not powerful, they are wise to the ways of the land. Your village will certainly support you in this grave time, and your younger sister as well. Now all you have to worry about is the sheer volume of grave danger you must subject yourself to.

    First things first, young totemist. We've spent enough time focusing on your role and your fellows. Shall we explore you, as a person?


    > Scale, Fang, or Spark
    >Roll 3d6. Highest suggestions for each win.
    >> Anonymous 05/19/11(Thu)00:24 No.14975871
    M, Ahayate, Spark
    >> Anonymous 05/19/11(Thu)00:28 No.14975915
    rolled 2, 4, 6 = 12

    >> Anonymous 05/19/11(Thu)00:33 No.14975961
    rolled 4, 4, 2 = 10

    Male, Chula, Scale
    >> dice+3d6 Anonymous 05/19/11(Thu)00:34 No.14975970
    >> Anonymous 05/19/11(Thu)00:34 No.14975972
    rolled 6, 5, 4 = 15

    Male, Chiron, Spark
    >> Anonymous 05/19/11(Thu)00:35 No.14975988
    rolled 2, 4, 3 = 9

    lots of derping all around
    >> Anonymous 05/19/11(Thu)00:37 No.14976012
    rolled 3, 6, 3 = 12

    male, osyki, fang
    >> Anonymous 05/19/11(Thu)00:39 No.14976036
    rolled 3, 1, 5 = 9

    Female, Aurora, Spark
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)00:44 No.14976090
    rolled 6, 3, 3 = 12

    Following this one.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)00:45 No.14976110
    Looks like Male, Osyki, and Spark?
    >> Anonymous 05/19/11(Thu)00:49 No.14976145
    and as clarification:
    >Osyki: Ō-see-kee
    >> Totemist Quest Diarca !!rV8GTu4cyt+ 05/19/11(Thu)00:50 No.14976163
    You return to your workshop, stumbling through the door in a daze. Your master's half-finished projects are strewn about the room, bits of sinew and bone haphazardly lashed to blades and shields. A chest of drawers against the far wall holds the true pieces of power, each drawer locked with a heavy padlock and a binding rune. You collapse into a padded chair, running a hand through your hair. It seems as though you've forgotten who you are. The world spins around you in a menacing fashion, and you choke back a sob, barely avoiding toppling from your seat.

    A sudden vibration on your chest snaps you from your reverie. Wiping your eyes hastily, you pull the small amulet tucked beneath your tunic into view. The carved amber shines with unearthly light, and a small wisp of smoke bursts forth from the stylized lizard's mouth. The familiar shape of the minor spirit Amal coalesces from the vapor, a perfect triangular prism shot through with veins of pulsing red light.

    >> Totemist Quest Diarca !!rV8GTu4cyt+ 05/19/11(Thu)00:51 No.14976175
    “Oh, Osyki...” the shape mutters, its disembodied voice sounding vaguely remorseful. “Don't you worry, kid. We'll get through this. Your master's left us in good hands, I can tell you that.”

    A secondary humming leads you to produce a small lump of coal. The stone is carved into a rune. You make a small mark on the wall beside you, and an eye peers through the sudden hole of shadow left behind.

    “Oh, this is a fine mess.” Tryd mutters, glancing around the workshop. “Left in the hands of a bumbling boy. I can't wait until I can get out of here, I tell you. Maybe the next slaver will be a little more competent.”

    A bolt of wispy blue fire emanates from Amal's topmost angle, wiping the dark mark from the wall, and banishing Tryd back to his confinement.

    “I don't know why you listen to him.” the prism mutters. “He's nothing but trouble.”

    You take stock of your surroundings. Several weapons are scattered on various workbenches, most far too large for you to lift. A door leads into the next room, a makeshift library of sorts. Your masters notes are stored there, as well as his orders for bindings.

    “Well, Osyki...” Amal says, floating into your field of vision. “What now?”

    A number of options occur to you. You could tidy up the place, though your master always preferred it dirty. You know that a number of the villagers are sick in the healer's tent. There is a patch of herbs outside of the village that could ease their suffering. Your gaze is drawn to the next room once again, however, and to your master's library. The urge to reminisce is powerful.


    >Roll 1d20 to suggest actions. Amal is an excellent source of information.
    >> Anonymous 05/19/11(Thu)00:56 No.14976247
    rolled 15 = 15

    tidy up a bit. mourning is rough, I'd rather get my mind off of things.
    >> Anonymous 05/19/11(Thu)00:57 No.14976248
    rolled 20 = 20

    If the herbs can be picked by other people we're probably going to want to delegate that out. If we can get other people to do it we should have them do so. I wouldn't bother cleaning up yet and would go to the library, read through his notes, get studying done and see if there are any outstanding bindings that need upkeep or other urgent tasks that our master took care of that we can deal with.
    >> Anonymous 05/19/11(Thu)00:57 No.14976258
    rolled 7 = 7

    What are Amal and Tryd capable of? What are they? What are we capable of? What killed our master? What are our responsibilities as his replacement?
    >> Anonymous 05/19/11(Thu)00:58 No.14976276
    rolled 4 = 4

    Now is the time to mourn and reminisce. Ask Amal about whatever good times we had.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)01:00 No.14976291
    Does Osyki know where to look for items in the clutter left behind by Master Ayren?
    If YES, leave the clutter for now. Start clearing them overtime, to let grief past and also to keep the visiting villagers' mind from thinking that the apprentice is overthrowing all the Master's way of doing things out of the window.
    If NO, get Tryd to tidy the more dangerous piles.
    Either way, ask Amal for help on the curative herbs. Osyki got work to do.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)01:03 No.14976311
    Forgot my die.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)01:04 No.14976327
    rolled 14 = 14

    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)01:07 No.14976355
    rolled 18 = 18

    Unsure if we have the mojo to order people around.
    That outstanding bindings idea seems to be important though, can't leave any spirits hanging around unchecked.

    Also, as >>14976258 mentions, general information.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:14 No.14976404
    You rub your temples, then look to Amal. Speaking for what feels like the first time in years, you cough. “I need you to tell the healer that I can't retrieve the Whint flowers today. Have her send Elana, she knows where the patch is.”

    Amal pulses once in acknowledgement, fading from sight. You're glad that you can rely on one of your spirits to be helpful without sarcasm. You shake your head quickly from side to side, attempting to dispel the haze that has settled over you. You're the Totemist now. You don't have time to sob in a chair.

    You run through your list of assets mentally. Your spear rests in the corner, freshly polished. Your home is not far from the Totemist's hut, just down the road, though it occurs to you that more than likely, this will be your place of residence now. You are currently in possession of three bound spirits. Amal and Tryd are both Minor spirits, better for information than acts of power. Amal is a very knowledgeable nature spirit that you've bound to your family amulet, and Tryd is what remains of a sullen soot imp you caught skulking around the fireplace late one evening. He's less than helpful when it comes to information, but he can grant you control over minor flames, which is useful for keeping the candles lit while you study.

    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:14 No.14976408
    Your third spirit remains bound to your family's weapon. It's not a spirit that you've bound, strictly speaking. Your master lashed it to your spear to aid in the more dangerous aspects of your work. You don't know its name, as it refuses to speak to you. All that you know of it is that its focus is an enormous white claw, and when you wield your spear you do so with heavily enhanced speed.

    Your responsibilities as the Totemist are vague, at best. You are among the first lines of defense for your village in the event of a Behemoth attack, something that weighs heavily on your mind. You feel a morbid sense of relief that your master managed to kill the Basilisk Wyrm he was fighting before he fell from its poison. An assault of that magnitude could spell the end of your village.

    You set about tidying up loose odds and ends for a few minutes before it occurs to you that you don't know what rituals you could interrupt by moving important foci. You leave the clutter as it is for now, and move into the library.

    Your master's notes are a formidable sight. The towering bookcases seem to loom over you with the weight of the knowledge you must absorb and internalize. Sighing, you pluck the closest tome form the shelf. It's a familiar book to you, The Greater Almanac of Spirits. It's the basic text for beginning Totemists, partially penned by your master himself. It contains information on various types of spirits and their preferred bindings, beginner's rituals, and basic survival tips for those attempting their first Feral Binding.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:15 No.14976416
    You stow the book in your pack. You have the feeling that you'll be needing it more and more often.

    Your master's notes are a disheveled mess, full of shorthand notes and cryptic stains. You order them as best you can, but most of the concepts discussed within lie far over your head. You snag a page with an interesting binding circle penned on it. It seems your master was up to his old experiments again.

    Amal returns with the sound of a sigh, informing you that the Healer has sent her assistant to pick the herbs. From the door, you hear a knock.


    >1d20 for suggestions will be the norm from here on out.
    >> Anonymous 05/19/11(Thu)01:24 No.14976473
    rolled 19 = 19

    Go see who is knocking.
    >> Anonymous 05/19/11(Thu)01:26 No.14976489
    rolled 16 = 16

    I'd ask Amal to very sneakily check who it is and inform us. Then either say their name and ask them to enter or if at all possible say their name, ask them to enter and have Amal open the door so it looks like the door opened on it's own.

    We just got this job and building up a rep is a really good idea.
    >> Anonymous 05/19/11(Thu)01:31 No.14976543
    rolled 6 = 6

    I agree with >>14976489 somewhat. we must look presentable. the totemist sounds like an important and iconic job, we have to portray ourselves as such even if we don't feel that way today.

    Tyrd sounds like he might be good for the job for once. get the persons name in secret then have him open the door.
    >> Anonymous 05/19/11(Thu)01:34 No.14976569
    OP, ill admit that based on your description in the other thread I was a bit iffy about this quest but after reading through I am impressed. Would love to stay but need to be up early in the morning.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:41 No.14976615
    As you approach the door to ascertain who lies on the other side, it bursts open of its own volition. The rotund form of Walther, the guard captain, fills your vision, slowly lowering his arm. His usual plate armor is absent, allowing his bulging gut to peek slightly from the bottom of his stained tunic. He looks down his nose at you, his mouth set in a hard line.

    “Sorry to hear about the old man.” he begins gruffly, barging into the workshop. “I figure that's what he gets for dealing in shadow magic, though.” He cracks his neck loudly, belches, then continues, looking the various benches over with a disapproving gaze. “If you know what's good for you, you'll give up this shadow-peddling altogether. Pick up a sword, become a real warrior.”

    You notice that his shoulders are tense as he speaks, as if he expects the master to come storming out of his library any second. He turns on his heel, looking down at you with narrowed eyes.

    “You've gotta grow up some time, you know. Your little sister wont be safe on her own forever.”

    With that thinly veiled threat, he exits the same way he entered: abruptly, with much clearing of the throat, and entirely unwelcome.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:41 No.14976622
    You really do despise that man. Chief Slayer or not, he has no right to slander you mentor in his own home. Amal bristles beside you, light refracting from his insides in sharp, tight beams.

    In a flash, you realize that you have not yet performed the morning's sanctification ritual. All thoughts immediately are shoved on the back burner as you draw a switch of hickory from your pack, holding it before you.

    “In the name of those bound in death and the human spirit, bless this place. In the name of the Feral, keep it safe from harm. In the name of the spirits of the natural world, seal its borders from pestilence. In the name....”

    You falter. You would ordinarily speak your master's name now, but with his passing, his name will hold no significance with the higher spirits. You sigh, beginning again.

    “...In the name of Osyki, Totemist and Link to the World Without, let this renew the sacred pact.”

    The stick in your hands bursts into lilac flame as the last syllable passes from your lips, dissolving into the air. You scratch your head, looking about. Your sister could probably use a visit, but the duties of the outside world call. Besides, you're interested in attempting a Feral Binding for yourself. It would really help to cement your position as the new Totemist in the eyes of the village.
    >> Anonymous 05/19/11(Thu)01:48 No.14976676
    What exactly does a Feral binding consist of, I'm guessing it means taking a wild spirit and binding it to your own use. A crash course for us readers in this world would be nice. How common are Behemoths and where is Basilisk on the power scale? Are spirits common and are they tied to individual objects or concepts and elements instead? Can you for example find a love spirit or a justice spirit or do you instead only find water, nature, light, dark, fire and the like spirits? Are spirits always bound to objects or can they be simply bound to service?
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:55 No.14976721

    A Feral Binding is the process of slaying a creature in ritualized combat, then plucking a Focus from its body. The Focus then attracts the creature's spirit back from the Ether and, if the ritual is done correctly, will bind it there to serve the Totemist. It's a tricky ritual, especially to pull off in combat. It involves carving several runes of binding into the beast in question or the surrounding area, then killing it in a fitting way. The latter part is different for every creature.

    The Basilisk Wyrm your master slew was a Behemoth, a beast with enormous spiritual power and ferocity. Each Behemoth is unique, and each is a terrible foe. They wander the world or hole up in dens. Some believe them to be leftovers of the primordial chaos that shaped the earth. Others believe that they are the progenitors of the monstrous races that roam the land. Your master once shared the opinion with you that Behemoths were simply enormous beasts with access to true magic. You're not sure what to believe.

    Spirits are as common as the objects they embody. Elemental spirits are very common, as are minor animal spirits. Conceptual spirits of higher magnitudes, such as Love, Justice, or War, are known as Avatars. These are beings of varying strength that wander the world enacting their Principle Purpose.

    It is possible to bind a spirit to your will without enshrining it within a Focus, but it is also very dangerous. A single misstep on the Totemist's part could allow the spirit free, and even a minor spirit is a foe worth pause when loose from material bindings.
    >> Anonymous 05/19/11(Thu)01:56 No.14976724
    We should visit our sister briefly before heading out.

    would also like some perspective.
    >> Anonymous 05/19/11(Thu)01:56 No.14976728
    rolled 15 = 15

    >> Anonymous 05/19/11(Thu)01:57 No.14976732
    2am here OP. you've peaked my interest but I have to go to bed. around when are you gonna be questing again?
    >> Anonymous 05/19/11(Thu)01:58 No.14976740
    rolled 2 = 2

    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)01:59 No.14976756

    [[ I'll be putting up the second part of this quest either Thursday afternoon or Friday evening, depending on how long it takes to to set things up for my Exalted session. I'm glad people are showing interest in this. This is all pretty off the cuff, with just about an hour of pre-planning. ]]
    >> Anonymous 05/19/11(Thu)02:00 No.14976757
    rolled 16 = 16

    This, I guess.
    >> Anonymous 05/19/11(Thu)02:02 No.14976775
    rolled 20 = 20

    Visit our sister briefly, let her know that we're doing ok, that we'd spend more time grieving but we have stuff that needs to get done. After a chat with our sister we ought to go hunting and get a Feral Binding under our belt. We have big shoes to fill and we can't give our detractors any time to bring others to their, we've got a job and we need people to see that we can do it.
    >> Anonymous 05/19/11(Thu)02:06 No.14976803
    What does the Chief Slayer do if it's our job to kill all the monsters that come near the village?
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)02:08 No.14976816
    You shoulder your pack and exit the hut, locking the door behind you as you go. As you turn to face your village, a strange sense of helplessness washes over you. Your master was a well-travelled and well-learned man, and you've barely been outside of your village at all. You know that the land you reside in is known as Mitloch, and that your village in located somewhere in the northeast area of the continent. It is nestled up against the base of a pair of mountains known informally as the Ikrin Peaks, and to the south is a wide expanse of forest that you have only ever heard called the wood, or the brush. You have a basic knowledge of the world outside of your village, but nothing beyond snatches of stories that your master would ramble on about in between forging new foci. It's a small town in what seems like the very center of a world intent on devouring it, and you are what stands between the two. It's a dizzying prospect.

    You trek down the road as you ponder this, eventually arriving at the Raising House. All children are sent here to be raised by a collection of Matrons until they reach the age at which they can be apprenticed. Your poke your head inside, casting your gaze about for your sister. You quickly spot the shock of blond hair in a small group. She seems to be mock-swordfighting an older boy with a small branch. It's clear that she is quickly losing ground, as she shies away every time he flicks his weapon at her. You smile. She always did seem the tomboy type.
    >> Anonymous 05/19/11(Thu)02:09 No.14976833
    How old is Osyki?
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)02:11 No.14976844

    The guards, or "Slayers" as Walther insists on calling them, are responsible for keeping the town safe from the more mundane threats that prowl out from the wood and down from the mountains. Wolves, Nightstalkers, Wild boars and the like are their purview. Your mystical aptitude allows you to take on more serious threats, and thus when something of sturdier stuff such as a wrathful Avatar, a Bone-Warden, or heavens forbid a Behemoth wanders by, it is primarily your responsibility to ward it off. That is not to say that the guards will not assist you in the task, but you are really the one with the potential to solve major problems.

    ...Or so you're told. No one really expected you to inherit the job so soon.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)02:11 No.14976853

    You're a little over eighteen years of age. Old enough to be considered a man in your village, young enough to feel wildly over your head.
    >> Anonymous 05/19/11(Thu)02:14 No.14976880
    rolled 7 = 7

    Firstly, what exactly is a Bone Warden?

    Secondly, I think we should watch our sister fight and shout some encouragement, once it's over we have a talk with her, reassure her about stuff and then go and Bind something Feral. About the Feral Binding, are we allowed to use our currently bound spirits, especially our awesome spear, to kill and bind it.
    >> Anonymous 05/19/11(Thu)02:16 No.14976893
    Get her attention and give her a few fighting tips, then leave to attempt a feral binding.
    >> Anonymous 05/19/11(Thu)02:17 No.14976901
    rolled 6 = 6

    idk wtf is wrong with me today
    >> Anonymous 05/19/11(Thu)02:21 No.14976941
    rolled 13 = 13

    Is there any way to noko and roll without the roll not showing in the email field?
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)02:36 No.14977094
    With a grin, you walk across the room. Your sister catches sight of your approach, flashing you a smile before taking a leap back to avoid a wide swing from her opponent.

    “You're faster than he is. Circle around.” you say, watching her. She nods, immediately strafing arund the boy. His face furrows into a frown as he turns, tripping over his own feet in an attempt to keep up with the girl.

    “Your grip is too loose.” you say. The boy looks down to correct his own grip. Your sister, pressing her advantage, raps her stick along the boy's knuckles in a swift strike. He yelps, dropping his branch to the floor. He dives for it, only to be halted by the end of a long branch. Your sister smiles up at you, expectant. You ruffle her hair, taking the stick from her hand. “Well done, Aurora.” you say with a tone of commendation. Her smile widens into a grin, and she hugs your leg fiercely.

    “Don't look so down on yourself, Leo.” you say, glancing over to the boy slowly getting to his feet. His dejected expression is pitiful. “You were doing fine until you let me distract you. Just stay focused.” He stares at you for a moment, then nods and stalks away.

    “Osy, what's going on?” Aurora questions you. “Everyone's talking about you. Are you in trouble?”

    You crouch down to eye level, composing a serious look on your face. “I'm not in trouble, little one. I've been promoted to the position of the Totemist. I have a very important job to do now, so I'm going to need you to look after yourself a little more for me. Can you do that?”
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)02:37 No.14977103
    Your smile returns. “I know you can. You know that the Matrons can get you anything that you need, too. I'm just going to be very busy now. But don't worry,” you say, suddenly encircling her in a tight hug. “I wont forget to come to see you.”

    She allows you to hug her for a moment before pushing you away. “You had better not, or I'll get Elana to beat you up.”

    You ruffle her hair once more, standing up. “I'll have to stay in line, then.” you say, playing along. “Elana's a scary lady.”

    Aurora nods. Her attention snaps elsewhere when the matrons rings the bell for lunch. With little more than a parting wave she bolts toward the kitchen, ducking and weaving in and out of a crowd of children.

    You leave the Raising House smiling, as you usually do. A quick jog brings you to the workshop quickly, and you unlock the door with a renewed sense of purpose. Your master may be gone, but you were made his apprentice for a reason. You'll put a stop to any claims that you're not capable of acting as the Totemist the fastest way you know how: By performing a successful Feral Binding. You grab your spear from its resting place, running your hand fondly along its length. The enormous white claw that forms the weapon's head shines dangerously in the light. You can do this. You know that you're ready.

    The question now is, what to bind? The mountains and the wood both offer a variety of beasts for you to enshrine. The question is, which would be more prudent? You know that the forest is home to many more stalking creatures, and poison is a common danger when wandering in the brush. The mountain would offer a larger variety of beasts, but the everpresent threat of stumbling across a Drake's nest is a serious danger. Aside from that, the mountain is treacherous terrain in its own right.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)02:40 No.14977136
    I am having problem posting my question.
    >> Anonymous 05/19/11(Thu)02:41 No.14977150
    rolled 3 = 3

    I personally would prefer the Mountain, the threats are generally easier to anticipate and plan for assuming we don't run into a Drake's nest. Also the larger variety of beasts lets us choose one we are confident we can preform the ritual correctly on.
    >> Anonymous 05/19/11(Thu)02:43 No.14977165
    rolled 12 = 12

    >> Anonymous 05/19/11(Thu)02:45 No.14977180
    What substances do we have that can deal with poison?
    >> Anonymous 05/19/11(Thu)02:45 No.14977183
    rolled 5 = 5

    We should go to the woods, our master fell to poison and we must show that we do not fear it both to the other villagers and to ourself.
    >> Anonymous 05/19/11(Thu)02:45 No.14977189
    rolled 11 = 11

    A list of creatures and their abilities would be good

    aside from that an animal which cab provide defensive abities
    >> Anonymous 05/19/11(Thu)02:46 No.14977193
    What does Amal think?
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)02:46 No.14977194
    Is Chief Slayer's attitude general throughout the village, and the world at large?

    Can we bring in Osyki's sister to live in the Totemist's hut?
    If not, find a Matron we can trust in, and speak about Osyki's concern of Walthers' dislike to him.

    I believe we already have a Feral spirit bound already, inside the spear with the white claw focus.

    Is it possible to bind a spirit to some kind of focus in order to animate said focus? Some kind of mule/grunt homunculus, to help us carry stuff, do errands, or even to serve as a sidekick in the inevitable combat.
    >> Anonymous 05/19/11(Thu)02:49 No.14977221

    What does Amal think?

    Let's ask!
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)02:55 No.14977286

    You know several herbal remedies which can mitigate the effects of snakebites and scorpion stings, but the creatures with the power required for a Feral Bind would have much more potent venom. It would take some research to develop an antivenom.


    Walther's attitude is shared by a few guardsmen, but in general your position is one which carries respect equal to its importance. The villagers know that you are their sword and shield, and they will support you because of that.

    It is not allowed for children to live outside of the Raising House until they are the proper age for apprenticeship.

    Homunculi are possible to create, though time consuming. Generally they tools used to assist as an extra pair of hands in complicated rituals. No ritual you know can create a homunculus strong enough to withstand combat.
    >> Anonymous 05/19/11(Thu)02:55 No.14977292
    rolled 18 = 18

    Find out what Amal thinks!
    >> Anonymous 05/19/11(Thu)03:06 No.14977386
    rolled 18 = 18

    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:07 No.14977392
    You think through a list of possible candidates for a Feral Binding. A few immediately come to mind.

    The enormous Rock Turtles of the mountains would be a viable option. Though their jaws are powerful they are slow to strike and slower to pursue. You imagine that carving runes of binding into their dense shells would be difficult, but if a trap was constructed, you imagine that you could lead them into a binding circle instead. Killing one would be difficult, but possible with your current tools.

    Ykrees, twin-headed snakes, are common to the neck of the woods nearest your village. Though highly venemous, the two heads tend to bicker with one another when in pursuit of prey. They average between ten and fifteen feet, but can grow to the size of small trees.

    A Bone Warden would be a powerful totem indeed, if you could defeat one. Walking skeletons animated by Avatars or darker forces, these abominations of life collect the bones of fallen creatures to add to their size and capabilities. They reside mostly in the mountains. If you could corner a Warden or lead it into a trap, you could fight it on even ground. They move with unearthly quickness, however, and even with the spirit bound to your spear you would be fighting a hard battle.

    If you feel particularly daring, a young Drake would be the most impressive totem of all. Encountering a mature Drake would be the end of your short life, however, and the young rarely stray far from the nest.

    Calling Amal from his Focus, you ask him his opinion.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:07 No.14977397
    “A fanged stalker may be a prudent choice. It's the height of the day, when they would be in their deepest sleep. If you could track one down and fight it soon, it would be at a serious disadvantage. A stalker's stealth would be invaluable in future bindings.” the prism says, illustrating his plan in flickering, ghostly images. "Beyond that, I can't recommend finding a Raptor enough. It's the standard first bind for a reason."

    Raptors, bipedal reptiles with enormous fangs and claws, are indeed the usual first bind for beginning Totemists. Their ferocity and athletic prowess are a good match for those seeking a beginning ritual. However, you feel as though your spear affords you a serious advantage, and you doubt that a Raptor would impress your villagers as much as any of the other options would.
    >> Anonymous 05/19/11(Thu)03:09 No.14977414
    Okay this is a temperature taking post before I toss my suggestion into the ring, but I'm going to say Ykrees or Warden
    >> Anonymous 05/19/11(Thu)03:09 No.14977416
    rolled 5 = 5

    Fanged Stalker.
    >> Anonymous 05/19/11(Thu)03:13 No.14977440
    rolled 14 = 14

    Bone Warden. We can totally take one.
    >> Anonymous 05/19/11(Thu)03:13 No.14977443
    rolled 14, 1 = 15

    I say we go for a ykree... or maybe a fanged stalker(if both rolls are 20's I vote for drake)
    >> Anonymous 05/19/11(Thu)03:13 No.14977446
    rolled 19 = 19

    Drakes are right out, too much of a risk. Bone Warden would be a bit too much as well. I dislike the forest so I'd personally go for a Rock Turtle, we'll want some prep time and a trap for it but we would get a powerful totem and not be at too much risk given the speed granted by our awesome spear. Also we might get our spear's respect if we pull it off.
    >> Anonymous 05/19/11(Thu)03:14 No.14977449
    rolled 3 = 3

    Ykree, let's go.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)03:16 No.14977473
    rolled 16 = 16

    We asked Amal for a reason. Follow its suggestion.

    How often can we bind spirits, how many can we control, and how do we order a bound one?
    How did we bind Tryd? Can we perhaps offer it better terms, or at least use it in tasks it would find 'fun'?

    We would later need to learn more about the Feral Bound in the white claw.
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:22 No.14977517

    Weighing your options, it seems that taking down a Rock Turtle would be your best bet. Your spear's speed should keep you safe, and with the proper preparation the binding should go more smoothly than any other. You'll just have to watch out for Bone Wardens while you prepare. They prefer the bones of mystically attuned beings, and Rock Turtle graveyards produce some truly monstrous Wardens. You inform Amal of your decision, and he seems to think that it's a solid enough idea.

    You heft your spear and glance around your workshop. You know that you'll need to prepare carefully for this. You stuff a length of rope into your pack, then attach a lantern to its side. A ritual knife goes into your belt, and some place some basic curative herbs in your pocket. Is there anything else that you think you might need? Or do you want to head out now, while you have daylight on your side?

    Amal speaks up, informing you that he may know of a Rock Turtle nest on the mountainside. Assuming they haven't migrated since he traveled past it with the master.

    In your sleeve, you feel Tryd's Focus shake. You smear a blot of charcoal on the wall, and the yellowed eye of the soot demon surfaces.

    "Are you seriously going to take on one of those things? You know that they can get to be as large as a house, right? How precisely do you plan to wound your potential mark?"
    >> Anonymous 05/19/11(Thu)03:28 No.14977563
    rolled 5 = 5

    Do we have the supplies to make the ritual markings on the ground or elsewhere as we won't be able to easily make them on the turtle? If not get those.

    In response to Tryd we should say something about repeatedly stabbing the turtle in head.
    >> Anonymous 05/19/11(Thu)03:29 No.14977566
    rolled 6 = 6

    Wasn't the idea with the rock turtle to trap it in a binding circle somehow?
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)03:29 No.14977569
    rolled 5 = 5

    After leading it into a trap, immobilize it, and carry out the killing as prescribed in binding ritual. There is no need to wound it in the first place until the killing ritual blow. Amal might help us in regards of potential baits or herding tactics to lure our potential Bound into a trap. I suspect a pitfall or a trench works best?

    And of course, we aren't REALLY aiming for the biggest Rock Turtle around.

    PS: I still think that the Stealth bind would benefit us more in future Feral Binding attempts.
    >> Gloquenteentleman !yVrZbEGJ8A 05/19/11(Thu)03:30 No.14977575
    rolled 2 = 2

    Hey, I've just caught up, first off, you really should be doing the 1d20 things for hte quest, if you kept up with successful quests, you will notice they all do the decisions by concensus. Now while that may take longer, you will come to realize your reader base will appreciate it more. I don't know if this is your first time in a quest, or if it's your first time running, either way.

    Also, is this a monster hunter ripoff....because if it is, you have my full attention. It kinda actually seems like a mix between Princess Mononoke and MH to be perfectly honest, and it is freaking awesome.
    >> Gloquenteentleman !yVrZbEGJ8A 05/19/11(Thu)03:30 No.14977576
    rolled 13 = 13

    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:38 No.14977615
    "Well, first I thought that I would get its attention. After that, I thought some stabbing might be nice." you say, your face and tone entirely deadpan. "Somewhere in the head area? Probably some leg-stabbing too. Just for kicks. Get it? Kicks. Legs."

    The soot spirit glares at you as best it can with one eye, then fades from sight. The smudge on the wall becomes one of normal charcoal once more.

    You briefly discuss your actual plan with Amal, who recommends that you bring along something to mark the runes with. You could bring paint or ink, but that might smudge at a crucial moment. On the other hand, you could see if the blacksmith has any pick or chisels strong enough for the task. The former would be faster, the latter more reliable.
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)03:40 No.14977628
    rolled 14 = 14

    Kinda feel the same way.
    >> Anonymous 05/19/11(Thu)03:41 No.14977632
    rolled 17 = 17

    Bring both
    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)03:43 No.14977648
    rolled 1 = 1

    Bring chalk, and get a chisel and a small hammer.
    >> Anonymous 05/19/11(Thu)03:44 No.14977657
    rolled 5 = 5

    For killing it, is using the spear in the eye/brain region a good viable option or should we bring a sledge or a Maul to bask it's head in. Our basic combat plan so far seems to be get it in a trap, get on top of it, leave the runes with chisel and then kill.
    >> Gloquenteentleman !yVrZbEGJ8A 05/19/11(Thu)03:47 No.14977672
    rolled 2 = 2

    OR, we could be glorious bastards, and lure a bonewarden in to kill it and while they duke it out, actually.... ask Amal, if we don't know it already, if we could actually have the two fight it out and as long as we manage to have the ritual in place if we could bind both if they both go down, I assume a bonewarden would win? against a turtle
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:48 No.14977677
    [[ I hate to cut this short, folks, but it nears 2 AM my time. The great Rock Turtle hunt will be next time. Next installment will be either this afternoon or friday evening, depending on how much sleep I get and how long it takes me to prepare for Exalted tonight. I hope everyone enjoyed it. I'll stick around for a little while to answer questions about the setting or whatever. ]]
    >> Gloquenteentleman !yVrZbEGJ8A 05/19/11(Thu)03:51 No.14977705
    rolled 4 = 4

    please refer to
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:53 No.14977730

    Next thread will definitely run by consensus. The dice thing was just to test how I liked it. As it turns out, the answer is not a whole hell of a lot.

    The setting is an odd hodgepodge of ideas, Monster Hunter being a chief influence. The comparison to Mononoke is pretty accurate as well, what with the totemic spirits and such.
    >> Anonymous 05/19/11(Thu)03:56 No.14977750
    rolled 16 = 16

    How badass was our Mentor given that he has weapons lying around that we can't even lift, are we just skinny or was his strength way beyond baseline human?

    Secondly about how far away is the nearest settlement and do they also have their own totemist(s)? If a behemoth came along would we if we set up early detection systems call in a pile of other Totemists in order to gang up on the fucker.
    >> Gloquenteentleman !yVrZbEGJ8A 05/19/11(Thu)03:58 No.14977758
    rolled 16 = 16

    There was this game, back on the playstation one, I forget what it was called, but it seems to have some parallels with it as well, ring any bells? village sacked at beginning, father/mentor killed, you are on your own afterwards fighting creatures
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)03:58 No.14977764

    Your mentor was a seriously badass dude. You're not a reedy kid, but between the spirits he had bound and good old fashioned mangrit, he was a tough customer.

    As far as other settlements go, you'll have to do some exploration to find that out. I do plan on this expanding beyond your village at some point in the future, though how far along the line, I'm not really sure.
    >> Anonymous 05/19/11(Thu)04:07 No.14977823
    Obviously we have to get beyond this town eventually. Otherwise how can we bind the really powerful Behemoths? Those aren't going to be local.

    Anyone going to archive this, or should I do it?
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)04:07 No.14977825
    Alright, I'm out. I think it's a bit tacky to archive your own threads, so would someone mind doing this one for me? I wouldn't really know what to put for the description anyway. I'd rather an outsider's view of the events.
    >> Anonymous 05/19/11(Thu)04:07 No.14977826
    What happened to all the Spirits he bound when he died, did they all unbind or are they still kinda bound but we can't use them?

    Also what happened to the Fang of the Basilisk, if we have it what can we use it for?

    Did our Master tell us anything about the spirit tied to our spear or is that still a mystery?
    >> Diarca !!rV8GTu4cyt+ 05/19/11(Thu)04:11 No.14977851

    Whoop, last answer before I leave.

    Your master's spirits are still bound, but they wont answer to you. Generally, you can only use spirits you bind yourself. The spirit bound to your spear is a special case.

    The basilisk's remains are still in its cave in the swamp beyond the wood. If you want to recover some powerful items, you should probably get over to it quickly before something or someone else decides to scavenge it first.

    The spirit will be a mystery for now. A bit of research may turn up some clues, though.
    >> Gloquenteentleman !yVrZbEGJ8A 05/19/11(Thu)04:18 No.14977899
    rolled 18 = 18

    >> Perverted (and Paranoid) White Knight 05/19/11(Thu)04:42 No.14978034
    That's still too broad a description.

    What did the character fight with? Who did he go against? Etc. etc.

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