Emerald Falls
Spoiler (click to show/hide):
The tavern in Emerald Falls is named simply the Traveller's Rest. It's a rather smallish building with the ground floor perhaps able to accomodate 30 people if it got really crowded. At this point in the day though it was pretty vacant. The tavern is staffed by a woman with long dark hair, dressed much like most bar staff with a white blouse and red skirt, the skirt long enough to be quite modest but hanging tightly enough to show of some wonderful hips. She's flagged as having a quest available. Over by the fire, a man in his mid thirties dressed in armour is enjoying a warm cider by the fire and is marked with a quest marker. As well, there is the customary posting on the walls showing bounties in the area. The two most active are :
- Uller the Red, last seen in Nandaman Woods, 7 gold pieces, recommended level 7. He's got a rather wide face, and his hair and his beard have been allowed to grow profucely, giving him a man on the mountain kind of look.
- Cherry, last seen Nandaman Woods, 5 gold pieces for temporary reprieve, 15 for permanent, recommended level is 9. Her skin is darker, more like an arabian skin tone, and her hair is a leaf green.
The Gamboler's Ace (Claire starts here)
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The Inn of the Gambler's Ace is open for business. On the ground floor, it has a central tavern room that has wooden tables spread about, solid and well worn chairs at them to sit upon, and a bar for those who care to sit at it and take their orders there. In the traditional manner, a dwarven bartender sits behind the bar on his stool, waiting to take orders while he whittles away at a stick. The serving staff is made up of a trio of rather shapely buxom wenches who glide through the room, taking orders and delivering drinks. People simply refer to them as the Blonde, the Red Head, and the Brunette. For those desiring a little more privacy, there are a few booths around the outside of the room with red velvet curtains that can be drawn over the entrances. Upstairs, the Inn has rooms for rent available to those players who haven't yet purchased housing, which is just about everyone.
The Gambler's Ace is usually a good place to find some good drinks and a good quest to go on. Today is no exception. Standing at the side of the room is a dark skinned man wearing arabian style heavy robes and holding an ale in his hand while he sips at it and surveys the room. He's marked as a quest giver for any players that check the interface. One of the walls of the Ace's drinking room has a series of posters stuck to it, each one holding a picture, a name, and a price, a set of bounties set by the city watch. Finally a middle aged man wearing hunting leathers is sitting at a seat by the fire, also marked as a quest giver.
It must have been a really late night for Claire, for when she comes downstairs from her room to the main bar area, it is past noon and most of the other adventurers have gone. In fact, the proprietress herself seems to be missing. The staff are keeping things going though.
Outskirts of Rendle
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The wizard gives a scowl at the demon woman when she gives him this reply, "Hey, I'm no massicyst, so don't worry about that. You didn't tell me why I'd die though, so you'd best explain that further, I can't think of how you can please me if you don't tell me that first." As the conjurer, and bound by her attraction, he definitely feels in control and that is making him bold in his suggestions. "Alright, let's think this through... Go ahead and take off your clothes, we can figure out how to make this work while you show me how sinfully sexy you are." That hand on Vara's hip slides down to take hold of her ass cheek now, giving it a squeeze while he talks to her.
For Salora, perhaps the only blessing of this situation was that the woman behind her could only use one hand, thanks to the way they bound her up. It's unnerving to think what she might be doing with two. With her ear being teased still by light flicks of teeth and the soft touch of her tongue, it was just an interesting addition to those fingers below, who now dove deeper into Salora's sex, probing her while she suffers the pleasure of having those ample tits fucked.
When Salora gets to the end of her verbal taunt, the man in front of her suddenly shifts tactics. He lets those breasts fall away from his rigid shaft, now covered with precum from his excitement, and plunges it up towards her gabbing mouth. Finding it open, he shoves his cock in there before she can get it closed. His shaft buries itself deep into her mouth, sinking in just in time as the cock twitches with pleasure and shudders. The potion merchant peaks, his cock spraying out now a huge stream of his cum, blasting the inside of her mouth with it in a huge torrent of seed. It's enough to fill her mouth and more, the only question of how much more becoming if she's prepared to swallow. If she does, she can probably manage to keep it to a small drip down her lip, if not, considerably more will be pouring from her mouth.
Arcanos' Keep
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Severine's acknowledgement of surrender seems to take the goblins by surprise. When she tells them she gives up, they pause, blink at each other, and seem stunned as to how to proceed. It seems this is far outside their usual routine. "We catch her... we keep her?" inquires one of the goblins of the others. The other says, "Maybe she tricks..." A third one says, "She try tricks, but we win again. Trophy. They think we kitchen slaves. We show her to show they wrong." The goblins then turn and look down at Severine again and fix her with broad, toothy grins. While they still insist on sitting on her arms to keep her from trying any spells, they do stop hitting her, letting her recover. Her health remains critically low, but at least the pain is fading very quickly.
From somewhere, one of the goblins turns up with a bed sheet and they set to work tying her arms above her head with the sheet, binding her hands above her head before they start to drag the aqua haired mage over towards one of the bunk beds. There, one of them climbs up to the top bunk and the goblins pull her arms up, lifting her up until the soles of her feet can barely touch the ground. There, they tie her to the top of the bed, hanging down from the top of the bed post while they try to figure out what to do from here.
This is when the goblins finally have their party crashed. There is a small glow of violet energy from the door to the bunk room. The lock clicks open. The glow and the sound are positively understated, but that understated nature makes them seem all the more important. The door then swings open, and indeed all the goblins turn to look at who it is that is entering. In comes a man perhaps in his thirties. He has a slim build and fine features befitting someone not of the working cast, perhaps a scholar, a bueraucrat, or as seems most likely, a wizard's apprentice. The man is dressed in robes of red, slashed through with black to add highlights. His hair stands in contrast to the robe, a pale blonde, nearly white. The way he carries himself speaks of confidence, master of his castle. The goblins freeze upon seeing him and this man's cool eyes sweep around the room, catching the whole fraccas mid event.
"I had heard there was a disturbance in the kitchens. I thought perhaps it best to see that nothing was amiss. Is there anything amiss?" His eyes sweep around the room, studying each goblin and weighing their worth. Those eyes sweep around until they catch sight of Severine tied to her bed post and then stop there, studying her.
"Not at all, Remus," says one of the goblins, a bit of a simper entering his voice. "Had nosey outsider, no problem at all. See, see? All under control. No worries, we clean up this mess."
The comment gets a thin smile from this Remus fellow, who hasn't yet taken his eyes off of the aqua haired mage. "Ah, is that the case then. Perhaps I should just leave you to this then."
Meanwhile, in the pantry....
Melancholia, in her pantry, takes a bold step and ambushes her stalkers. Her fingertips burst out with fire, and there are indeed three goblins on the other end of that assault.
(Combat! Mel has 1d6 Cunning, +1 for her Fae Magic skill, 1d6+1=4. The goblins, 1d6 for might, +3 for Close Quarters Combat, +2 for numbers, their kitchen knives carry no combat bonuses. 1d6+5=10. Goblin victory.)
With the goblins being so noisy, they are completely unable to take Mel by surprise. However, when she creeps to the right spot to leap out on them, the shadows cast by the fae by the lanterns in the pantry give away her ambush. When she springs out to ambush them, they leap for cover from her spells. Being a Fae certainly did give her access to some potent magical abilities. However, those magical abilities were sadly also somewhat a known quantity, since they belonged to her whole race. The goblin closest to her flame thrower of fae fire simply throws himself out of the way, foregoing any attack to simply keep himself alive. That said, he still gets a lick of faefire on the hem of his cooking clothes, panicking a bit while he brings his knife around to cut off the affected parts.
The other two goblins leap into action, not wanting to let the fae get off a second barrage. One splits off to the side, moving to flank her, while the other leaps up to cling to the second floor shelf. Then, somewhat flanking her, they both throw their bodyweights behind tackling the outnumbered girl to the ground. Strength was never her strong point. Mel finds herself then underneath both goblins while they stab at her with their knives, the dull, brief flashes of pain telling her she'd been stabbed before they faded without too much effect.
The Rift
Spoiler (click to show/hide):
The Commander gave a nod of acknowledgement to the angel knight, apparently receiving the compliment well but not exactly letting it go to his head. There indeed was a richness to the interactions here, NPCs having varied personalities, and remembering things that people had done already. Relationships with the NPCs could be quite important as time goes on. The Commander points to the place on the map again. "We'll need you here. The enemy seems to be harassing that flank with a unit of creatures riding some spiders. While they are content to not push a firm attack, they are harassing our units while seeming to set up some kind of elaborate web trap. Left unchecked, it could lock down that flank and let them concentrate their troops elsewhere, giving them the advantage of numbers. Link up with the 6th Division there, they'll act as your back up. Work with them to push the spider riders out." Looks like even though there are no other players there, there will be NPC soldiers. The scale of this battle is simply too large to not include soldiers as well, to make it feel appropriately epic.
(Shinma, Dax, you are free to do what you'd like now. If you wanted to find something to do while you wait for your travelling companions to join you, by all means. If you opt to go without them, fine. Also, feel free to chat with each other while you wait of course. Let me know if there is something I can do to keep you entertained.)