Stitia, Plane of 13 Deaths (RPG Style Saga/My First Saga)

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  • // And with that, everyone has something! I’ll get to making progress for people who only have story excerpts!
  • Let me introduce you a new challenger, Miss Alyssa Rosetoile, an elegant pirate based on Elstane.

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    This charming young woman was brought up in the abruptness and violence of her father, a tavern raider but also a great explorer of the seas to undertake ... fraudulent activities.

    Alyssa therefore tasted violence at a very young age, but also the taste of research and the taste of power. She still liked, and still today, to have the situation well in hand and in her pocket, to control her allies to realize her plans.

    His father then died in front of a stranger stronger than him, who dragged Alyssa into his suite by force. Alyssa knew the abuse and slavery, but decided to kill his aggressor and run away before anything could happen. He could not have suffered 13 deaths .... Moreover, that day, she stole her first booty, which she decided to consider as her lucky charm.

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    Alyssa was then feared by his handling of weapons and by his murder action still told in taverns. She recruited a crew of pirates and went on an adventure. The seas of Elstane were never sure, but even less after the arrival of Alyssa and the crew of the Red Sail.

    The looting brought resources to Alyssa, but she was no worse than some pirates: she did not take all the treasures and sometimes even defended the region.
    Thus, it was considered a sudden storm that came and went, but it was not necessary to hunt down.

    The adventurous soul of the pirate pushed her to one day engage in a passage not mentioned by the cards. She sniffed the treasure when a whirlwind was created then. Alyssa threw herself on the controls to save her crew and the boat returned from where it was coming from. Two men died that day ....

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    After this failure, she was convinced, something was hidden there, behind this passage, and was waiting to be discovered. She had to raise money to find out what it was.
  • edited September 2019
    // I did not mean to ping everyone. That was a reminder for me as to who needed advancing.

    @Pepperoni It’s time to go to work. The harpoon gun and hooks seemed pretty terrifying. Let’s hope the same is true about this armor. You spent more in a few minutes than most people make in half a year. It’s a good thing Treyble pays well.

    You sail for the south coast of Delvad. Your servants, living and undead, are armed and ready to start the assault. You stop the boat behind a large rock, so then it’s out of sight and won’t draw suspicion. You send Teegar’s most trusted servant, a devil named Ringer, to scout the area. When he sees the wagon coming, he’ll pretend he’s a traveler and feign injury. When the convoy is distracted, you’ll pull up to the beach and commence the attack. Thankfully, the wind is heavy, and blowing towards the beach. The convoy runs right along the beachside, so they’ll be right in the path when you arrive.

    The sun’s light begins to disappear from behind the horizon... you don the armor and holster the harpoon gun in a makeshift holder. All of your crew members are ready to strike, except the ones in charge of dropping the sail and raising the anchor. You wait patiently. The wind is gusting fast enough to knock your lightest crew member, Arnie, off balance. Your ears are out for Ringer, hoping that he’s still there, awaiting the convoy.

    You hear the sound of wood snapping in the distance. “Hold the wagons!” That’s definitely the convoy. “Son of a... alright everyone! We need to get this tree out of the way! Wagons can’t get around it.”

    You notice, out of the corner of your eye, Ringer climbing the rocks. “Heheh... they just ran out of luck, boss! A huge tree just fell in the way! They’re stuck and they can’t go around!”

    “Sounds to me like we’ll be comin’ to them! Let’s do it, people!”

    The anchor is raised and the sails are dropped. A gust hits the boat as it goes towards the beach. The boat is stopped nearby, and the “welcoming party”, yourself included, rushes in. Even with the hefty armor on, it barely feels like a thing, and Teegar’s gait propels you ahead of the rest. You never thought you’d see this day... You, a former cleric, possessing a demon and attacking the innocent. And yet, it’s a small price to pay knowing it will help you avoid suspicion. You had come to a determination; for as long as your remain in the body of this demon, you’ll have to live like one. You begin to spin the flails as you approach the wagons...

    “Dear gods! It’s an ambush!”
    “What do you expect us to do?!”

    How unfortunate. The wagons were just passing through a densely wooded area. There’s no way physically possible for them to move the wagons unless they push them or move the tree, a fallen giant that’s taking their entire escort to even budge. Eventually, they decide to start cutting it to more easily manageable pieces, while a few of them prepare to defend the wagons.

    Apparently, they didn’t come entirely unprepared. The escorts draw bows, and begin to fire upon your crew. There aren’t that many of them, but the arrows do find targets. One of your men falls. Some of the arrows strike you, but to no avail, and you push onward, determined to make it through this. The men with axes eventually realize that they won’t be able to clear the tree in time, so they go on the attack. An axe is thrown towards you, quite expertly in fact, and one of your flails strikes it in the air, causing it to fly into a tree. More axes are thrown, and the next one strikes you directly in a joint in the armor, near the left knee. It gets caught in there, and you have to stop to pull it out, or else you won’t be able to run.

    “They’re open! Get them!”

    As you attempt to pull the axe out of the knee piece, it falls out of place. While this means the axe is out, it also leaves a vulnerability in your armor, and you don’t like that one bit. A patrolman notices this, and fires a crossbow straight at your knee with great accuracy.

    “The Captain’s been hit!”

    You buckle down to protect your exposed knee as you pull out the harpoon gun. Already drawn, you pull the heavy trigger, and it pierces straight through the patrolman that shot you, striking one of the front wagon’s horses before getting stuck in a wheel. You draw the gun, and ready another harpoon as the rest of your crew charges on. With another well placed shot, you take out two patrolmen and another horse. Skewered like some kind of macabre kabob, they are pinned to the wagon, and slowly die from their injuries. The patrol is getting desperate. Shot after shot, they run out of arrows, only downing one more crew member.

    You see your opening, and begin to charge again. You knee feels only subtly weaker as you make your way to catch up to the others. One of the patrolmen decides to improvise. They grab a bottle of alcohol, put in a piece of cloth, and light it with a torch, sending an improvised explosive your direction. It strikes one of your crewmen, and they burn. A few other crewman are hurt, but there are no other injuries as they reach the wagons. Your crewmen use the hooks as improvised weapons, viciously attacking the remaining patrol. Some of them start to flee, but they are drawn back. A man’s skull is impaled as your strongest crewman attacks with his hook. You arrive, going around the fallen tree, and your crew clears the way as you bludgeon the remaining patrol, pursuing anyone who tries to escape...

    Now that the patrol has been eliminated, you alone remove the tree from the passageway. Pulling the wagons to the boat, you notice that, in the brink of battle, your flail decimated one of the wagons. Some of the bodies in that wagon were not usable.



    Summary: Success!

    85% of your crew survived (3 casualties out of a 16 man crew, excluding yourself. Normal crew functions, such as the ability to use your ship, remain.)
    25/30 Werewolves secured. Treyble will be pleased.
  • Hailing from another world, the nature-mage Zacarias rapidly established himself as a master of the shamanic arts. From childhood, he was incredibly attuned to nature, learning to control the growth of various plants. This plant magic was an art he’d refine throughout his life.
    https://mtgcardsmith.com/view/staff-of-the-undead-shaman?list=user
    At age 16, Zacarias was sent to the Great Tree, a massive monastery towering over a city where the shamans of his homeworld worked hard to master the elements. Zacarias rose up the ranks; at the age of 23, he became an elder monk. However, this was not to last.
    https://mtgcardsmith.com/view/great-trees-conflagration?list=user (should have an X in the cost, sorry)
    One day, a ritual went horribly wrong, and the Great Tree was set alight. Horrified, Zacarias made an attempt to stop it, but he was trapped in the tree during the horrible blaze. He was burnedto death, but his planeswalker spark ignited shortly afterwards, propelling him into some sort of cursed unlife in Stitia.
    https://mtgcardsmith.com/view/zakarias-lich-of-nature?list=user
    After waking up in Duskwood, Zacarias now wanders Stitia, trapped somewhere beyond death. His only comfort is his plants, which he now tends every day. They grow now according to his commands... even to kill.
  • edited September 2019
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  • // I have spent the last three minutes trying to figure out what I’m looking at and I’m still confused. However, I cannot unsee the face at the bottom of the picture.
  • Ah. You updated it
  • I think we have to wait, Tezz
  • edited September 2019
    @EmolgAn Supernatural Phenomena plague every part of Stitia, and the sea is no exception. From islands appearing out of nowhere to an uncharted passage, only time will tell what secrets await you...

    @TezzeretofCarmot21 You have managed to achieve lichhood, but not by will. It is apparent that a force beyond your control wants you alive. With your planeswalker spark lost, you will not be able to escape. Hopefully you can survive here...

    // I will likely spend my time tomorrow starting you two off



    // Note to everyone: This weekend will be slow for the Saga. I finally got the first chance in months to hang out with my best friend, so I am taking it while it lasts.
  • @EnvyReaper Nice. I do hope you won't be the only participant with one by the end of this ...
  • @Tommia
    Where am I on the map? Just so I know.
  • And did I just really get full points?
    Awesome! I was slightly unsure of the mana too, but I needed to justify spending that much mana for something that wouldn't be used too much.
  • @DrakeGladis

    Erm...

    Right about... heya!

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  • Continue on to the island I was investigating.
  • @Tommia does Joseph know anything about the location of Timothy? or is that why we're headed to the Dawnwood clan's base of operations?
  • @EpicBoss99 He’s retrieving something from the Dawnwood. He knows pretty much everything about Timothy, so you could probably bet he knows at least a general location.
  • So the island....
  • @DrakeGladis I’ll definitely be getting to you. I’m only able to do minor tidbits right now, since I’m currently wrapping up for the evening.
  • Ok. Can you at least tell me what perked me to that island in particular. Besides that it just appeared... I really don't want to repeat my history, so it might have rumors associated with it? Or something
  • edited September 2019
    MIRACLE (You rolled a 100 on a percentile roll!)

    When you surveyed the island the first time, something didn’t feel right. You have a gut feeling... you’re pretty sure you missed something. You walk around the island, and for some odd reason, you feel odd vibes coming from a large rock formation.

    “Captain. I can assure you. Nothing’s here. We already shook this place down.”

    No. You’re absolutely sure there’s something here. It’s just a matter of finding it.

    “Enrew! There’s nothing here! Can we just leave now? This island gives me the chills, man.”

    You continue to walk around the island, and you can feel it in your mind. In three locations, you’ve felt a strange eminence. You mark each point, and then draw a line connecting them. Something seems really off here, and you need to get to the bottom of it. You connect them to a single point, and thrust down your lance to mark it, when suddenly, it catches something. A faint blue glow emanates from the ground, and goes through your lance, and you feel the ground shake below you.

    “Earthquake!”

    A podium emerges from the ground, with your lance piercing through it. It turns as it continues to rise, and an opening emerges from the ground, just large enough for a person to fit into. The opening lights up in the same blue glow as the podium, revealing a cavern, and you go inside. Before anyone can follow you, however, the door shuts. You’re in here alone, without a weapon. It’ll be up to your claws, your magic, and your instincts if anything happens.

    You have your claws at the ready. You hope there’s a way out; while something tells you you’ll escape, claustrophobia is sinking in. You go through the narrow, winding passageway as it leads further under the ground. You’ve been walking for minutes, and it seems like it may never end, when you finally come across a proper staircase. You go to step down, the step under your foot depresses, and the stairs turn into a slope as your are sent sliding down uncontrollably...

    Dungeon - ???

    Water fills the staircase as you fall faster and faster. It seems to go on for over a mile, and you can feel the wind whip through your fur. You try to slow yourself down with your claws, but they can’t catch the marble of the staircase. You eventually reach the end, a drop into a gigantic fountain of crystalline, blue water...

    “So it has been done... Enrew.” A disembodied voice rings through the cabin as you stand up, unharmed, and shake away the water. “Fate has chosen you. The Six have prepared three trials for you. Each one will be more difficult than the last. Your consequences here will not be fatal, but if you fail, we cannot promise your safety. Prove your worth. Prove that fate was not wrong to choose you...”

    Nohel’s Trial - Phase One

    “Red, the color of passion, that burns within your veins.
    Blue, the color of thought, the thing that keeps you sane.
    Green, the color of nature, which you can’t do without.
    You must use each one of them to make it through these bouts
    Any way you choose, make the enemy know submission
    But know that I will not have patience for repetition
    Show me that your skills are unique and diverse
    Show me that my time is something you are worth...”


    From the water, two beings emerge, and they are ready to attack. They are very powerful, and you feel that your access to mana is limited.

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    “Embrace the Six, you must, or defeat, you shall suffer.”

    Make a card to deal with two Heroes of Aesthr. Points will given based on how well your response works against the enemy, as well as the realism of the card and how it suits your character’s colors and ideals.

    You are restricted. You can only submit monocolored cards that fit within your colors, and you cannot use the same color for two different cards in the trial, though cards that fail do not count towards this. You are limited to a cost of six converted mana total for each card, which includes its casting cost (and its equip cost if it’s an equipment.) If your card does not meet these restrictions, the card will fail, and you will take 3 damage.


    You entry will be scored from 0-15. Any score below a ten will count as a miss, and you will take one hit for each point below 10 your score is. Your current HP is 10. All HP will be restored once you clear or fail this dungeon. You cannot escape, however.

    Criteria:
    • 5 points for overall effect and balancing.
    • 4 points for realism, following color pie, and proper rarity. You may lose a point if the effect of the card is unclear.
    • 3 points for fitting the colors and themes of your character (URG Temur)
    • 2 points for if the card would realistically do anything against the target cards in an actual game of Magic.
    • 1 point for flavor (text not required; mainly checking if overall fell of the card fits its art, name, etc.).
    • You will lose three points if the entry is not new.
    • You cannot submit any card you’ve submitted so far for this contest.
  • //ok... On it.

    "CHALLANGE ACCEPTED!"
  • One red, one blue, and one green total? Or for each trial?
  • One red, one blue, and one green total? Or for each trial?
  • One red, one blue, and one green total? Or for each trial?
  • Also, am I in the water? Or am I on land, and if so, how much land?
  • @DrakeGladis You submit one card per challenge.

    The Arena is filled with shallow water up to your ankles, though it is deep in the center. There are no edges to the arena; the water seems to run off the side.
  • Shoot... How real is this place? For if I am going to do this, I will do this with style. If you couldn't tell, my guy has the swashbuckler archtype, and I plan to prove it. (basically, how is this thing held up?)
  • edited September 2019
    @DrakeGladis // Pretty sure this would qualify as one of those floating in the freaking air type situations. There are no apparent supports from any of the cavern walls, and the bottom of the cavern seems endless.
  • mmm...Damn. Ok, Time for plan b
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