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Thousand_Guns
21st Jul 06, 1:08 AM
Our story takes place in Bastion, the last city standing after the invasion of the mysterious Outsiders a thousand years ago. According to legend, the First Emperor of all humankind destroyed the entire Outsider invasion with the unknown contents of the Emperor's Box. Although the manner of the First Emperor's victory was lost to history, it is a commonly known fact that the man who wielded it has passed it down, through the generations, to the Emperor today and nobody but the First Emperor has ever opened it... until now? The reigning Emperor has died young and insane and, more importantly, with no heir. The precious Emperor's Box now has no clear-cut owner. One can say it's up for grabs for whoever wants it most (okay, even though the Imperial army is guarding it with deadly force)...

Who has the Emperor's Box has the Emperor's Power!

Bastion has grown from the old fortress-city of a thousand years ago into a dense urban sprawl. The city is structured in rings, according to the old Bastion's multiple wall sections (the walls are still standing). Generally, the best living areas are closer to the center, the most defensible location when Bastion was under siege by the Outsiders.

In the exact center of Bastion is the Government District, a city in itself where hundreds of thousands of clerks and civil servants live and work. At the center of the Government District, the gleaming Imperial Palace rises above the landscape. The Imperial Palace is the opulent private residence of the Emperor himself and his most loyal aides and advisors. The Royal Guard, the most elite soldiers in existence, also have their barracks and training facilities in the Imperial Palace and patrol the Palace exclusively.

Surrounding the Government District, the elite of society live in the Second Ring. The Second Ring is luxurious by Bastion standards. Rows of houses stand wall-to-wall where the elites of society live. The occasional garden provide the only "nature" to be found outside the Imperial Palace.

The Third Ring surrounds the Second Ring. The Third Ring is a dense forest of apartment buildings towering over crowded streets. The Third Ring has both good and bad neighborhoods within it, but is not quite as elite as the Second Ring or as dangerous as the Fourth Ring. This is where the "middle class" live their mundane lives. There are places for living, business, recreation, work, and, of course, sin.

The Fourth Ring surrounds the Third Ring. The Fourth Ring is the largest ring of Bastion and is composed of irregular, rickety, ramshackle shacks and sheds even though most Fourth Ring dwellers live on the street. Turf wars between gangs and bands of heavily armed outlaws are common here, where violence and theft are commonplace and law is the unwelcome invader. In fact, the Fourth Ring was never intended to exist and the Government District clerks only concern themselves with supplying and sustaining the three inner rings. The only objects in the Fourth Ring recognized by the law are the vast factories that the honest Fourth Ringer works in. The factory complexes are stuffy, noisy, dangerous hellholes the size of small towns. They produce almost all of the manufactured goods in the city of Bastion and much of its outlying areas. Wages are low and the work is hard, but are the only legal jobs available for the majority of the Fourth Ring.

Beyond the Fourth Ring, is the rest of the world... which doesn't really concern us. Vast farmlands, mines, and what-have-yous in the immediate vicinity of the city of Bastion supply the city with all the essentials it needs.

The daily life of a typical Bastion-dweller tends to be pretty mundane. Plumbing and regular meals are available in the Third Ring to the Government District, and trains zip people from one end of Bastion to another. Food is brought into Bastion through the Fourth Ring by heavily armed and guarded steam-powered trucks or trains. Unfortunately for everybody involved, the only source of food or supplies the Fourth Ring has are generaly those same vehicles providing them to the "real" Rings of Bastion. Thus, the most powerful and prestigious gangs in the Fourth Ring frequently try to intercept the shipments, often with bloody results. A bandit in the Fourth Ring who can claim to have robbed a shipment truck (or train) has a lot of prestige and power within the Fourth Ring.

The Law of the Empire both inside Bastion and out are enforced by its army. The army of Empire is split into the three parts, each as strong as the other.

The Royal Guard who guard the Emperor is the smaller part, with only a few hundred soldiers, but are by far the most well-trained and well-equipped. Royal Guardsmen are generally clad in heavy full-plate or ludicrously heavy mechanized plate (plate armor assisted by machines to enhance the wearer's strength) and may be armed with Gatling Rifles, rockets, and their signature halberd.

The City Guard are the police force in the cities of Empire (including Bastion). Within Bastion, they guard the outer Government District, the Second Ring, and the Third Ring. The guard of Bastion is a complicated force, with many specialists and distinctive organizations within the guard. One can expect a typical guardsman to be equipped in a steel helmet and cuirass and armed with a musket and bayonet. More exotic types of soldiers include light infantry armed with swords and pistols, soldiers armed with expensive repeating rifles, and so on. The City Guard is reasonably well-armed and well-trained and are... well... generic. They are not known for exceptional brutality except in the Fourth Ring, where they clash with the local peace-keepers and providers, the armed gangs. Clashes between the City Guard and the gangs of the Fourth Ring can range from skirmishes against minor gangs to full-fledged invasions in attempts to exterminate the most powerful gangs.

The third component of the Empire's armies is the Frontier Guard. They are adept at open-field combat and fight on the frontier, where they don't figure into the story one bit.

The Fourth Ring, as I've mentioned before is ruled over by gangs of (often) ill-equipped but (often) determined outlaws. It should be noted that these gangs aren't exactly like what we might think of when we think of gangsters, but are more like local militias (but still gang-y). They are the only powers keeping most Fourth Ringers safe from other Fourth Ringers, starvation, and the dreaded City Guard.

There are four main "factions" in Bastion that's out to seize the Emperor's Box. None are clearly "evil" or clearly "good," but individuals within each organization may have different values.

The Engineers of the Guild: The Guild is one of the most powerful organizations in Bastion. Just look at almost any manufactured product in Bastion and it would have a trademark of the Guild on it. The Guild is the coalition of craftsmen and businessmen who own all of the trains and factories in Bastion and has exclusive monopoly on steam technology. With the Emperor's Box, the Guild can have the raw power it needs to become the new law of the city, allowing it to yield more profits and make more progress than ever.

As an Engineer of the Guild, you are one of the elite agents of the Guild, with your unique and innovative cutting-edge technologies. You are not allowed to recieve overt aid in your mission to seize the Emperor's Box for the political backlash that might result, but keep in mind that the trains and machines run by the Guild could be your ally...

If you choose to be an Engineer of the Guild, you have at least one private invention. The invention should be something high-tech involving steam and clockwork, but it doesn't have to, but it shouldn't be *too* high tech (I'll tell you if I think it should be off-limits). Your invention is also possibly your most defining characteristic, so choose wisely. Unless it's a really big and powerful machine, I'd also recommend multiple inventions.

Examples for inventions: Clockwork monkey assistant, super-strength robotic arm, x-ray binoculars, etc

The Wizards of the Order Enigma: The Order Enigma is a mysterious society of gifted humans who have learned the secrets of Old Bastion. Very few people know about the Order, but its history is highly suspect. The only way the Order Enigma might have been able to get its powers was by robbing the hidden graves of the nobility of Old Bastion (the Bastion before the Outsider invasion). Despite the disgust this practice triggers in even the Wizards themselves, they do believe that they should have the power of the magic of Old Bastion as well as the Emperor's Box. Power is only as moral as those who wield it, and the Order Enigma believe they should wield it either out of greed or genuine goodwill.

As a Wizard of the Order Enigma, your sorceries will probably be able to induce a psychological effect, either worship or terror, on the common person. Being an underground organization, the Order Enigma has secret members all over the place that may be able to assist you should the need arise. Unfortunately, you would also have enemies in high places. If you attract too much attention to yourself as a Wizard, someone with the power or clearance to know what the Order Enigma may be able to call the City Guard to exterminate you.

If you choose to be a Wizard of the Order Enigma, you should definitely have a unique, specialized magical ability. There is no "generalized" wizard, because the knowledge of one just one magical style is so hard to attain, learn, and apply, that it is the only one a modern wizard will ever know. Like the Engineer's inventions, your magic is probably going to be the biggest way that people identify you, so choose well.

Examples for Magic: Ability to manipulate fire with your mind, limited mind control, shooting gales out of your mouth, etc

Note also that a Wizard of the Order Enigma doesn't have to be the stereotypical weak but intelligent DnD archetype.

Elite of the Royal Guard: Traditionally, the Royal Guard should never leave the Imperial Palace in order to best protect the Emperor, but things have changed after the Emperor's death. Elite warriors of the Royal Guard have been sent out into the outer rings of Bastion to foil attempts to seize the Emperor's Box. Your allegiance is to the last Emperor, not just the last living Emperor.

As a Royal Guardsman, you have a badge to identify your status whether you wear it or not. There will probably be times when it's a good idea to stay incognito, (being alone and in the army is probably a death sentence in the Fourth Ring).

If you choose to be an Elite Royal Guardsman, you should probably have a specialized weapon or fighting style. Keep in mind that you have access to those weapons not commonly wielded by the Royal Guard (the halberd, mini-rocket, and gatling rifle) because you're above the rank-and-file (if you could ever call them that) Royal Guardsman. Also remember that you're not automatically less powerful than someone with access to advanced technology or magical powers.

Saint of the High Church: The High Church was the institution usurped by the Emperor ten generations back, when he declared himself a God and the only God. Although pushed to the fringe of society and persecuted harshly and thoroughly, the High Church now has the oppurtunity to come back and spread the word of the High Being with the power of the Emperor's Box. At its best, the High Church is the paragon of virtue and its Saints especially are willing to sacrifice everything in the name of goodness and decency. At its worst, the High Church is blind in zeal and self-righteousness and its followers too eager to be martyrs or crusaders.

As a Saint of the High Church, you are an exalted high priest of the Church. Cultists (the name for normal members of the Church) literally worship you. You might find the most support in the oppressed Fourth Ring or the Third Ring.

If you choose to be a Saint of the High Church, you must take on a unique Aspect of the High Being. It is your defining characteristic and your saintly character becomes somewhat like a personification of that trait, but doesn't have to be totally dedicated to it. An Aspect of the High Being might be tricky to come up with, but it's expressed as a profession of some sort. It's also always something associated with goodness or righteousness.

Examples for Aspects: The Protector, the Lifegiver, The Arbiter, etc.

Character Template:

Name:
Sex:
Age:
Physical traits:
Organization: (Engineer, Wizard, Elite, or Saint)
Equipment:
Special Trait:
Background Story:


Okay, right now, it's one o' clock AM and I'm tired, so the mechanics for the actual boardwar will come later. Feel free to make your character right now if you think this is a boardwar you'd want to participate in. If you have a fluff related question, please ask about that as well.

Lestaki
21st Jul 06, 3:18 AM
Name: Orinia Nephis
Sex: Female
Age: 27
Physical traits: Tall, with long ash-blonde hair and short-sighted grey eyes
Organization: Engineer

Equipment: Long-Barrelled Steam Rifle Mk5 A weapon of Orinia's personal invention, this large weapon has been adapted with a customised scope and is fed by her steam-engine backpack. It thus has an extemely long range and penetrative power, but has a slow firing rate.
Corrective Glasses- Nothing fancy, but her own design nonetheless. These dainty glasses correct her sight while not making her look like a complete dork. She can also peer over them and creep people out.
Clockwork Cane- Seemingly an innocent enough stick, this cane's smooth metal surface conceals a hidden chain-blade, to be used as a last ditch defence in melee combat.

Special Trait: Crack Shot- Orinia excells at engaging enemies at extreme ranges, supressing or killing with her rifle. This is useful to support her allies, but means she is unsuited for frontline engagements.
Background Story: A precocious child, Orinia always held an almost frightening fascination with books and knowledge, often at the expense of her social life. A highly intelligent misfit, the Engineer's Guild was a haven for her, and one she entered with the determination to sucseed. Her early prototype long rifles were proof enough of her inventive abilities, and she studied furiously to master the use of her own creations. By the Mk5, there was no finer sniper in the Guild.

Sevorak
21st Jul 06, 4:05 AM
Name: Kathar Napharim.
Sex: Male.
Age: 24.
Physical Traits: Smoldering, fiery eyes, shoulder-length brown hair, lean and muscular.
Organization: Wizard.
Equipment:

Healing Crystal of Flame: an arcane crystal that reacts harmoniously when magical fire is channeled through it; healing and cauterising the bearer's wounds.
Cloak of Immolation: a cloak that immolates the wearer upon mental impulse, wreathing them in arcane flames that tear apart those who draw near them... it also provides some form of protection against attack, due to its superheated nature and natural arcane resilience.
Ashflame Katana: A bloodstained katana, the hilt inscribed with blazing sigils and depictions of various forms of flame. In battle, Kathar manipulates the blood to immolate... as he must to do his own blood to manipulate the fire within his own soul...

Special Trait: Affinity with the Elemental Sphere of Fire.
Background Story: Born to uncertain parents and abandoned in a dark alley due to being deemed a 'freak' for his fiery eyes and unnaturally feverish colour, Kathar survived by a narrow miracle; though the miracle was born of another's selfishness. He was taken by a merchant who specialized in selling things others wouldn't.

In that case, it was a child - Kathar was sold on to a couple sufficiently desperate for a son, being unable to conceive themselves. And as such, he survived - but even they were unwilling to hold onto him when classroom accidents resulted in the third-degree burning of a pair of other students (the fact they were attempting to threaten Kathar was naturally overlooked) and the authorities were smashing down the door. Kathar managed to escape; having grown uncannily proficient at getting away undetected. And so again, he survived - and was eventually taken in by the Order for his gifts. As a hunted society anyway, they had no qualms about taking in someone who was wanted already; it merely meant that he already was what he would otherwise have become - an exile.

Now he exists on the fringes of society, moving from one set of shadowy Order contacts to a Guild insider, to rogue Cult halls... anywhere Kathar could find something of meaning and worth... even if that worth was measured solely in gold. Why exactly he seeks the Emperor's box, no one can truly know... perhaps it is to revenge himself upon those who have hurt or wounded him in the past, though he claims to have left it all behind him. Or perhaps he has something far darker and more sinister in mind... either way, no one but he knows for sure, but the dark clues he's left behind are far from inspiring...

Kahn
21st Jul 06, 11:01 AM
Name: Willow
Sex: Female
Age: 21
Physical traits: short in stature, lithe in body, Shockingly red hair, a hauntingly perfect smile, a demeanor of innocence.
Organization: Saint
Equipment: A living Willow staff, a bag of seeds, a bag of herbs, a robe made of the finest flax, the robe appears to be self repairing.
Special Trait: Aspect of the Living Earth
Background Story: Willow was found by the church in one of the fields in the Fourth Ring, she was swathed not in cloth or man made materials but in a woven robe of grape vines. She was raised in the church and by the age of five it was discovered that the girl had a special connection to nature, plants she touched or nurtured grew and produced fruit before their very eyes. small white flowers would sprout upon the naked ground that her skin touched. To the people of the Fourth Ring she became a saint through the feeding of hundreds. While her association with the church has just recently become public knowledge the girl has from the beginning helped to feed those in the fourth ring.

Part of her ability is to assist in the regrowth of tissue, often saving lives through the healing touch of her hands. She seeks the Emperor's Box to hide it from all, for power like that corrupts absolutely, and she wishes for life, not the stagnent death that exists in the city.

Thousand_Guns
21st Jul 06, 12:21 PM
Here's what we've all been waiting for... the rules and mechanics of the game! *scattered applause... cricket chirps*

Basic Rules and things to keep in mind:
1. I won't be really anal about this, but fluff-wise, what I say goes. Please, however, read the description of Bastion carefully.

2. Your character starts somewhere, but not in the Imperial Palace, unless you're an Elite of the Royal Guard or are a really latecomer into the game.

3. No powergaming. Let's automatically assume that you can take on ten normal City Guardsmen or two normal Royal Guardsmen in a head-to-head battle. There will, of course, be exceptions where the enemy brings higher quality specialists in, or you use some ingenuity to take out more than your fair share of enemies.

4. Please realize that you're competing with the other players. You're basically at war with everybody who's not in your faction. Temporary pacts can be made on the condition that there's a greater enemy present OR a backstab occurs in due time (at most a page's worth of posts)

5. Please keep your activites hidden from the City Guard, if not the public. The factions, in order from least to most illegal are Royal Guard -> The Guild -> Order Enigma -> High Church. The Royal Guard and The Guild obviously won't run into problems from the Guard and The Guild, respectively, but note that the Guard is hostile to Engineers who try to usurp their authority for the Guild and the Guild can use pretty much any large mechanized public service against anybody else. The Order Enigma has close ties with many noblemen from the Second Ring and inside the Guild itself and the High Church finds a lot of support in the Third and Fourth Rings.

6. Although I generally want you to create your own story, try to keep it intertwined with the larger story. You're in a race for the Emperor's box and it benefits you just as much, if not more, to destroy your opponents than to try to get ahead of them. On the other hand, your ultimate goal is in fact the Emperor's Box and not to kill everybody else.

Mechanics:

1. You write the story for what your own character goes through until you meet another character (which should happen within your first three posts). Then, you do not control any action or reaction of the other character.

2. I can and will call it when I see something that I don't think is fluffy within Bastion. It's not that I hate you, it's just that I'm trying to create as fun an atmosphere as possible. A quick edit here and there usually makes everything a-okay. :grouphug:

3. Rules are subject to change if we all agree they're doing something bad or not doing something good for the roleplay.

Thousand_Guns
21st Jul 06, 1:48 PM
Yes. I'll be participating in my Boardwar :3

Name: Deems Remmingston

Sex: Male

Age: 26

Physical Traits: Physically weak, wiry, has medium-length messy and somewhat singed brown hair, medium height, and pale skin. This is a man who doesn't get out much.

Organization: Engineer of The Guild

Equipment: Leather trench/lab coat with many pockets inside, Steel cuirass, oversized rugged leather gloves and boots, always has just one more muzzle-loaded pistol or grenade hidden somewhere about his body

Special Trait: Inventor and user of tiny, intricately crafted clockwork robots named "Remmingbots". A typical robot is the size of a chicken's egg and makes very quiet ticking sounds when scuttling around quickly on four legs. Although not yet produced on a large scale, there are enough Remmingbots produced in Deems's private workshop to get the job done.

Remmingbots are very versatile but somewhat fragile and are carried in Deems's signature trenchcoat. They can be used as moving spy cameras, moving bombs, distractions, and even tiny mobile pistols.

Background Story: Deems Remmingston has always been seen as a dreg of the Second Ring. He was never athletic or hardworking and only had a rudimentary amount of common sense. While his family came from a military background with a strong belief in work ethic and physical training, Deems's personal motto has always been "someone else can do it!" Because of this clash in personality, Deems had a falling out with his family and changed his last name to Remmingston after they disowned him. This is also why he started pursuing a job at The Guild instead of the City Guard, which his family preferred.

Despite his shortcomings, Deems has always been a brilliant scientist and innovation has always come easily for Deems. His formula for ingenuity is actually written on a plaque hung on the outside of his private workshop in the Second Ring. It reads "Think of something you really hate doing, then invent something to do it for you." (Deems isn't known for his poetic ability) Even as a young man, Deems Remmingston could already be credited with developing an efficient form of the construction crane, a duster that easily cleans hard-to-reach niches, and a mechanized dish washer.

In battle, Deems would be a relatively minor threat if not for the massive wealth of The Guild backing him up. Deems always has dozens of expensive high-performance pistols and grenades somewhere in his trenchcoat. Although a mediocre marksman, the sheer amount of firepower that Deems puts out can be terrifying and deadly for the average City Guardsman armed with just one gun. Grenades, on the other hand, both thrown and robotically delivered, are Deems' specialty, as little strength or skill is involved. In fact, his approach to grenades is rather scientific, using them to apply the right of force in the right place at the right time to cause the maximum damage possible.

edit: You can start the game whenever you want. Just write about your character in a situation of some sort to begin.

Lestaki
22nd Jul 06, 3:24 AM
Orinia pulled her cloak round her, shielding the Mk5 from the rain, and from probing eyes. Nonetheless, she'd probably never pass for anything other than an engineer agent to those who knew. But that didn't matter. She consulted the waterproofed notebook (an invention of hers). Tharan Deria.

Once chamberlin to the Emperor himself, now rather spectacularly fallen from grace. Some say he was corrupt. Some say he tried to assassinate the Emperor. Some say he simply said the wrong thing at the wrong time. Orinia didn't care. But he probably knew about the Box. That was what mattered. So she'd come to the dingier parts of the third ring, and was here. She looked dubiously at the pub, then shrugged, gripped her cane, and strode in. She walked straight up to the bar and dropped a small sack of coin there. All conversation ceased. "I'm looking for Tharan Deria," she said clearly.

Sevorak
22nd Jul 06, 3:38 AM
Kathar eyed the woman at the bar suspiciously; drawing his cloak tighter about him, he looked to his contact as conversation slowly began to seep back into the room; but others simply stared at the one at the bar. Everyone knew the name 'Tharan Deria'; you'd have to either have been living under a rock, or be simply ridiculously ignorant, to not know it. Of course, there were those who simply didn't care; Kathar and his contact were one of them. Still, the one looking for Tharan was curious - she likely wouldn't find him, of course.

Tharan didn't like to be found; Kathar knew it himself for when he tried to find him. It was a spectacularly annoying assignment; especially as the only thing he had to do was deliver some fire salts to the guy... eventually, he ended up having to leave them at a drop-off point, because Tharan had generally become excessively paranoid about people trying to kill him. That could be a problem, if he was seeing things that weren't there; well, a problem for the girl. If things were there, however... it potentially made it even harder. Either way, Kathar didn't envy her. He returned his eyes to his contact and accepted the red potion from the man, passing along his own, smaller, sack of gold.

For the unlearned, potions were commonplace. What they tended not to realize was that most potions didn't do anything more than cure simple ills; they worked, of course - but conventional medicine tended to accomplish the same thing for less of a price. However... when potions were made by a skilled alchemist, there really wasn't any real alternative if you wanted something special for your money. Such as the ability to heal something that was more than a common cold in a very short space of time, for example...

Kathar glared at the girl from behind his hood, blazing eyes clearly visible to anyone who would look directly at him. But he was well-enough known around there as someone who could get things done. So people tended not to approach or turn him in; he was too useful to certain people... people who would get spectacularly offended if Kathar were to go missing. In addition to Kathar himself being more than vaguely irritated. He placed the potion in his belt, and remembering his current shortness for work, he stepped up, eyes with fire in them looking directly at the woman there.

"You're looking for Tharan? Let me give you a piece of advice; you're not likely to find him. I can help you look, of course, but there isn't anyone here who knows where he is. But I'm a better guide around these parts than any of these others. Partly because I know how to... bring an end to hostilities, shall we say?"

Warmaster Death
22nd Jul 06, 4:07 AM
Name: Michael Amnbrosius
Sex:male
Age:25
Physical traits: light brown robes, hiding Red armor, with two big steam vents coming out of holes in the back of his robes, egineer ambrosius stands at about 6'6 with his armour on, he has long black hair, all greasy and a short trimmed goatee
Organization: Engineers of the guild
Equipment: Mark IV steam armor, Repeating pistol and Mark XVI steam sword, Large, custom made light brown Robe with hood and a standard helmet (rarely worn).
Special Trait:
Michael has a fondness for fighting up front and personal, inventing devices and weapons to help him survive and attack in brutal assaults.
Mark IV steam Armor
a suit of armor that not only gives the same defense as full steel plate, but also gives Michael the Ability to run normally and take a bit more punishment than someone wearing full plate armor.
the drawbvack to this is that the suit is steam powered, with steam running the power generator as well, makign the suit last longer without refilling the water tanks.
this also means that should an opponant attack the generator on his back and disable it, Michael would have to move the suit himself, a task almost impossible ffot him to achieve.

Mark XVI Steam sword
running off the power generatoe, is another of Michaels more ingenious inventions, although he was beaten to the design of Chain weapons by one Orinia Nephis, he endevoured to improve on the design, failing in that task, he simply made a more brutal version, with the steam power forcing the Bladed Chain around in a loop, creative a ruthlessly efficient close combat weapon.

Repeater pistol
the last of Michael's inventiuons is more mechanical than steam powered, the revolver has a rather large device added on, which pushes a new bullet into the gun when an empty chamber reaches the bottom.

Background Story: after unsuccsesfully trying to make both a steam powered backpack and chainblade, Michael decided to focus on improving inventions rather than trying to beat his role model Orinia Nephis, whom he both respects and dislikes for beating him to many inventions, he has set up his lab in the second ring, and has seen a fair few Royal Guard soldiers come in to see if he could help them with small inventions to increase their Combat6 capacity.\

sorry lestaki, you beat me to the chainsword, so i jsut had to :jest:

Kahn
22nd Jul 06, 11:03 AM
As the devine would have it, Willow stood in the back of the bar, the man's wife had taken ill and Willow had been called. She knelt by the older woman and smiled. "The divine watches us all lady, be still."

Willow set a hand on her chest and another to the woman's abdomen. a small greenish light flared for an instant and was gone. Willow stood, picked up her things and bowed to the woman. "Rest you are healed, but remember this wash after taking out the refuse, and don't eat any of the Krathberry." it was these warnings that needed to be said, the woman had found the berries pleasant, but had failed to realize that they like most of the weeds in the third ring were quite poisonous.

Willow stepped into the bar right as that name was announced. Tharan Deria, a name that many in the third and fourth sphere's knew well. Well enough that you stayed clear of the man, he was quite mad. he had even killed the last healer that he himself had sent for. Willow stepped over to the barkeeper and with a slight nod of her head she told him that his wife would be fine.

"What is the deal with the engineer there?" she asked him.

"Don't rightly know, just looking for the madman. Crazy engineers can't keep from meddling." he muttered as he handed a small bag of gold to Willow, along with a small glass of water. "I would clear out before they discover that you know the man, and before they find out that the chuch uses your services."

"Right, take care then old friend." said willow as she drained the water and picked up the gold. "And thank you." With that she walked out of the bar.

Thousand_Guns
22nd Jul 06, 12:33 PM
Deems whistled while he worked, sending his bomb-bearing Remmingbots scuttling in and around the bar. An explosion with a force of Y in location X, Y, and H, and a blast of Y squared in locations D and R, Deems judged his Remmingbots should be able to bring the tavern down around that Cultist, the one with the red hair and flax robes. This was almost too easy, actually, once his camera-bot heard someone mention "The Divine" repeatedly and saw what looked like a miracle healing. That camera would serve as proof of his kill, which he would present to the City Guard. Once he got on their good side of the Guard for this slaying of such a powerful Cultist, his job of finding the Emperor's Box would be much easier...

Deems took out his remote control detonator with a flourish, still peering into the tavern. Suddenly, before he blew the place up, Deems had a bit of a sentimental streak. He rummaged around his coat and found a bottle of wine, bought locally from the Third Ring. He raised the bottle and said, "we've had some good times, barkeep!" before clicking the detonator, setting off the fifteen-second count-down...

Deems turn and ran from the soon-to-be site of carnage when, to his dismay, he saw the red haired, flax-robed Cultist already walking out a fair distance from the bar.

"Oh. Shit."

Even as he botched up this plan, Deems already had another phase in his quest thought up. He would find this infamous Tharan Deria guy and use all of his wits and cunning to extract the information from him... or, failling that, with brute force... or, failing even that, kill him. There are, after all, multiple ways to skin a rabbit (some are just messier than others).

Thousand_Guns
1st Aug 06, 3:39 PM
Okay, looks like this thing's dead.

Participants and/or readers, any critiques? Anything to change or do better next time around?