With his brief investigation having taken that unfortunate turn of events, Enbu will find a quiet inn to rent a room for a day or two so he can recover and investigate the samples he took. Once healed, he'll make his way back to the snakefolk that gave him the quest to report his findings.
@Mellow_MC Z finds shade under a large sand dune, while K is able to look around inside some of tents, where catfolk rest on thin, cushioned mats. Some eat dried meat. In the center, they have started a bonfire using dried wood and are cooking meat. What would you like to do now?
@FireOfGolden The servants keep chasing you as rush through the fifth floor, startling some guards, which join the chase, throwing their pikes and attempting to spear you with them. When you reach the fourth floor and break through the window, a guard comes with you, but you manage to knock the guard off your rope, and he screams as he tumbles to his death in the garden below. You, however, reach the garden safely, trampling a bed of pink roses. What would you like to do now?
@cadstar369 After examining the flora for some time, you find that it glows with magic, which grows dimmer as the samples lose more liquid. You also find that, if planted in soil, the plants will instantly regain all their water and nutrients and begin attempting to attack and snare any who pass by, somehow spreading their magic to nearby plants, which also become aggressive. What transportation method would you like to employ to get back to the town the snakefolk is in? Horseback, which makes the journey cost a decent amount of coin and takes about two weeks, foot, which only costs for food and drink and takes slightly longer than three weeks, or some other strange transportation that you might be able to get through strange means?
@kaoz42 Selene'd search the guard's corspe for any useful accordingly to the time she has left before she hears the door open. Then she would run away from the mansion and blend in the crowd.
@FireOfGolden You find a note in some sort of cipher that burns to ashes the moment you touch it, scorching your hand. You also find a couple silver coins and a vial of some sort of red liquid that seems like it is constantly trying to escape the vial and swirls into the shape of faces occasionally. What would you like to do about your findings?
@Mellow_MC Z succeeds, creating a nice little shelter, but K’s poking causes a huge spark shower and the fire burns so large and hot suddenly that several nearby catfolk get burned. Then you hear war cries in the distance coming closer. What would you like to do now?
If you still wish to be a part of this RPG, please respond to the update in this comment within the next seven days. If within that time you still haven’t responded, you will be considered no longer a part of this RPG until you rejoin.
@kaoz42 Selene will take two silver coins and the strange vial. She'd like the vial to be checked and determine its value. However, before that, she must get away and hide from the chasing guards. Once she do it, then she will look for experts in magical artifacts.
K comically jumps in the air and lets out a mechanical squeal. As Z hears the war cries, they run back into the camp and spray water all over the burned catfolk, before picking K up and fleeing.
@FireOfGolden After fleeing the guards and finding a magic item expert, the expert closely examines the item before casting some spells to probe the vial’s origin. Then the expert’s eyes widen with shock and horror “Where did you get this? It is a vial of liquid made with help of the abominations that occupy the Rmhlan Archipelago, the domain of the demons on Arastra. If swallowed, shattered, or poured by or onto an object, it will burst into a kind of fire that cannot be extinguished except by experienced spellcasters and spreads faster, aggressively destroying everything flammable nearby, even slowly melting inflammable objects. It is very valuable in the black market, if you are the sort of criminal that deals with demonic forces and has similar associates.” She says to you. What would you like to respond? Or would you like to just grab the vial and walk off? Or do something else?
@Mellow_MC As Z runs in the opposite direction of the cries, which is the eastern part of the desert, the catfolk rush out of their tents and nock bows and draw swords, the archers digging themselves into the dune for ambush and the sword-wielders meeting the assault head-on, clashing with the source of the cries, which is a party of kobolds from a different tribe. The kobolds are mostly preoccupied with the catfolk, but several of them who have killed their catfolk dueling partners notice you and charge at you, brandishing their wicked, serrated war knives. What would you like to do now? If you can’t outrun them, combat will ensue and I will determine the result in the next update.
Selene will take the vial, seeing a great value in the vial. She don't care whether people might get harmed or not, as long as she can make money, she will do it. Hence, she will hide the vial from public and seek black market out, so she can make a deal with people in there.
@Mellow_MC You escape with a small lead, the kobolds giving up chasing you after some time. After running in the desert some more, you run out of machine energy and need to stop to recharge. What would you like to do while recharging? Night is coming, and while you don't need sleep or warmth, it will be hard to move in the night.
@FireOfGolden After unsuccessfully being turned away from two black market networks for disgust of demonic magics, only fear of discovery of themselves preventing them from immediately reporting you, you find a third one with some particularly evil-looking individuals who are willing to barter. What would you like to do now? Would you like to barter? Or perhaps do something else first? Or not barter at all, following some other course of action entirely?
@kaoz42 Selene will ask the evil looking person whether they may be interested in demonic magic or not. If they is interested in, Selene would say she might have something she could sell to them that appear to be demonic magic.
Here's a custom character idea to kick things off for Delaxis: Legend of Power:
Spell or Gear
Backstory: Rivvin, Tinker of Truth
In the bustling workshops of Fwensidt, Rivvin was born beneath the clatter of hammers and the glow of forge-light. A Mousefolk Artificer with nimble hands and a sharper mind, Rivvin showed early signs of brilliance—crafting miniature clockwork toys that walked, danced, and even sang. Though small in stature, Rivvin's ambitions were anything but.
The Mousefolk of Fwensidt take pride in their creations, and Rivvin was no different. But while others crafted to impress or to profit, Rivvin built with a different purpose: discovery. He believed that through his inventions, he could uncover hidden truths about the world—about Delaxis itself.
His greatest breakthrough came not in metal or magic, but in a mysterious lunar gear he discovered buried in an ancient ruin beneath the city. The gear shimmered with silvery aether and pulsed with an otherworldly rhythm. It whispered riddles in his dreams, spoke of forgotten gods and worlds beyond.
Obsessed, Rivvin began crafting around the gear—constructing machines meant to decipher its secrets. The gear was tied to a celestial mechanism, one that, if fully restored, could unlock truths lost to time… or perhaps secrets meant to remain hidden.
But not everyone in Fwensidt appreciated his efforts. The Artisan's Guild, fearing the unknown and suspicious of his "truth-seeking heresy," cast him out, labeling him a dangerous heretic. His workshop was dismantled, his belongings scattered.
Exiled and betrayed, Rivvin now travels the lands of Arastra with nothing but his toolbelt, the lunar gear, and an unshakable belief: that there is more to this world—and himself—than meets the eye. He starts his journey not in Fwensidt, but in the kingdom of Qamon, drawn by rumors of ancient balance-temples and celestial relics scattered through its wild places.
@FireOfGolden They are willing to barter and say "Well, those are rare. I'll offer twenty gold coins for that, deal or no deal. You don't say anything about this blackmarket to other blackmarket networks, and I'll say nothing about you dealing with demonics. What do you say?"
@Mellow_MC Halfway past midnight, you hear footsteps above you and hear voices muffled by the sand, but they sound high-pitched, perhaps those of goblins or kobolds, the only two native races that might fit the voice pitch. They begin digging around in the sand several meters away. What would you like to do now? You are both 85.67% charged.
@jpastor Ooh, choosing Qamon for a starting place. In that case, I should explain some things about the situation in Qamon before starting off your story. So Qamon is currently at war with neighboring Veraldra, whose magics have seeped into Qamon and carried waves of Veraldran inhabitants into Qamon, some rabble, some part of Veraldra's military. They have not parleyed at all, and simply keep spreading their influence, crushing Qamon's armies time and time again, even defeating them when war mages have been brought in to help against the Veraldrans. Luckily, the invaders are still relatively far from your current location, but you should still know before your character's story starts. --------------------------------------------------------------------------------------- Anyway, as you are scouring Qamon's wilds for some sign of balance-temples or relics, suddenly, your lunar artifact grows blindingly and pulses with light, beaming up, temporarily raising a moon in the sky during midday, then it goes back to normal and the moon vanishes. But just as that happens, a Veraldran pixie yanks the lunar artifact out of your hand, giggling gleefully and flutters about, just out of reach of a jump-grab and says "If you want your precious legendary relic that just caused a midday moonrise, you have to promise to infiltrate this country's government and send us all the battle plans. Yeah, you can leave after your job is done, but if you don't do the job, you're never seeing this again," flourishing the artifact tantalizingly with the last sentence.
Oh, this is such a juicy setup. Let’s dive in — here’s my character to join the Delaxis: Legend of Power campaign, starting in Qamon under this delightful duress from a mischievous Veraldran spy!
Character Name: Lirae, Moonwise Warden Race: Faerie Color Identity: Blue Starting Country: Qamon Home Country: Qamon Card:
Spell:
Backstory:
Lirae was born from the convergence of moonlight and still water in a secluded glade on the borderlands of Qamon, where nature’s balance was maintained not with force, but with intention. As a rare lunar-aligned faerie, Lirae developed an intuitive relationship with celestial rhythms and their interplay with arcane energy.
Among the druids of Qamon’s Grove of Equilibrium, she was raised to be a Moonwise Warden, one who gently tends the balance between civilization and wilderness. She came of age as Qamon began its slow descent into imbalance — its cities creeping too far outward, its forests shrinking, and whispers of Veraldran invasion slipping across the borders like smoke.
Her most sacred possession is a lunar artifact called the Naevir Lens, a delicate orb etched with arcane veins that glow silver beneath moonlight. Passed down for generations among the Moonwise, the Lens allows its bearer to commune with hidden temples and sleeping spirits of balance long forgotten by even Qamon’s sages.
Now, Lirae walks the wild places of Qamon, seeking out long-buried lunar temples and relics, quietly hoping that if she restores enough harmony to the land, the war will end before it reaches the heart of her home. She has always believed change must come gently—like moonlight on water.
But that belief was just shattered.
Campaign Opening RP Response:
Lirae blinks through the glare, squinting against the searing silver that burst from the Naevir Lens. She shields her eyes, her tiny wings flitting in alarm as the world seems to still — and then a moon rises, in full daylight. The forest gasps. The shadows rearrange themselves. Every animal goes silent.
And then — chaos.
The giggling is the worst part. High, cold, playful in the way only someone who doesn’t really feel could laugh. The artifact is gone, and with it, a piece of her soul.
“You dare—” Lirae hisses, hovering closer, her wings flaring in a crescent pattern behind her. “That relic is sacred, even to your kind. Do you even know what you’ve stolen?!”
The Veraldran pixie spins mid-air, dangling the Lens just out of reach like a bell on a string. Her smile sharpens.
Lirae’s jaw tightens.
Infiltrate the government of Qamon? Betray the very caretakers of balance? Even considering it goes against everything she’s stood for. But this war has already unmade so many certainties. And without the Lens, her purpose fades into the fog of chaos.
“…Fine.” Her voice is a shard of broken frost. “But I want proof the Lens is safe. And I choose how this mission begins. No one suspects a wandering faerie in the wilds. That’s where I’ll start.”
She flutters a little higher, eyes narrowing toward the glimmering spires of Qamon’s capital, far to the east.
“I’ll send the battle plans,” she says bitterly. “And then I’ll send your kingdom a storm.”
Let me know if you'd like me to expand her spellbook or design a custom government figure in Qamon to begin infiltrating!
@Kaoz42 Selene will attempt to convince with a hint of intimidate the evil person to increase sell amount. "Honestly? I don't care whether people knows or not. However, you on other hands, do care. If you make it 30 gold coins, people would never know the deal happened at all." Selene smiled. "After all, it can be such pain to have guards at your tail all time."
@kaoz42 i honestly don't know what i read in your message - i thought for some reason you were warning me against using the mouse and so i opted an easier route. Let's keep the original mouse - he's cuter anyways!
Comments
Z finds shade under a large sand dune, while K is able to look around inside some of tents, where catfolk rest on thin, cushioned mats. Some eat dried meat. In the center, they have started a bonfire using dried wood and are cooking meat. What would you like to do now?
@FireOfGolden
The servants keep chasing you as rush through the fifth floor, startling some guards, which join the chase, throwing their pikes and attempting to spear you with them. When you reach the fourth floor and break through the window, a guard comes with you, but you manage to knock the guard off your rope, and he screams as he tumbles to his death in the garden below. You, however, reach the garden safely, trampling a bed of pink roses. What would you like to do now?
@cadstar369
After examining the flora for some time, you find that it glows with magic, which grows dimmer as the samples lose more liquid. You also find that, if planted in soil, the plants will instantly regain all their water and nutrients and begin attempting to attack and snare any who pass by, somehow spreading their magic to nearby plants, which also become aggressive. What transportation method would you like to employ to get back to the town the snakefolk is in? Horseback, which makes the journey cost a decent amount of coin and takes about two weeks, foot, which only costs for food and drink and takes slightly longer than three weeks, or some other strange transportation that you might be able to get through strange means?
Selene'd search the guard's corspe for any useful accordingly to the time she has left before she hears the door open. Then she would run away from the mansion and blend in the crowd.
You find a note in some sort of cipher that burns to ashes the moment you touch it, scorching your hand. You also find a couple silver coins and a vial of some sort of red liquid that seems like it is constantly trying to escape the vial and swirls into the shape of faces occasionally. What would you like to do about your findings?
@Mellow_MC
Z succeeds, creating a nice little shelter, but K’s poking causes a huge spark shower and the fire burns so large and hot suddenly that several nearby catfolk get burned. Then you hear war cries in the distance coming closer. What would you like to do now?
Selene will take two silver coins and the strange vial. She'd like the vial to be checked and determine its value. However, before that, she must get away and hide from the chasing guards. Once she do it, then she will look for experts in magical artifacts.
After fleeing the guards and finding a magic item expert, the expert closely examines the item before casting some spells to probe the vial’s origin. Then the expert’s eyes widen with shock and horror “Where did you get this? It is a vial of liquid made with help of the abominations that occupy the Rmhlan Archipelago, the domain of the demons on Arastra. If swallowed, shattered, or poured by or onto an object, it will burst into a kind of fire that cannot be extinguished except by experienced spellcasters and spreads faster, aggressively destroying everything flammable nearby, even slowly melting inflammable objects. It is very valuable in the black market, if you are the sort of criminal that deals with demonic forces and has similar associates.” She says to you. What would you like to respond? Or would you like to just grab the vial and walk off? Or do something else?
@Mellow_MC
As Z runs in the opposite direction of the cries, which is the eastern part of the desert, the catfolk rush out of their tents and nock bows and draw swords, the archers digging themselves into the dune for ambush and the sword-wielders meeting the assault head-on, clashing with the source of the cries, which is a party of kobolds from a different tribe. The kobolds are mostly preoccupied with the catfolk, but several of them who have killed their catfolk dueling partners notice you and charge at you, brandishing their wicked, serrated war knives. What would you like to do now? If you can’t outrun them, combat will ensue and I will determine the result in the next update.
You escape with a small lead, the kobolds giving up chasing you after some time. After running in the desert some more, you run out of machine energy and need to stop to recharge. What would you like to do while recharging? Night is coming, and while you don't need sleep or warmth, it will be hard to move in the night.
@FireOfGolden
After unsuccessfully being turned away from two black market networks for disgust of demonic magics, only fear of discovery of themselves preventing them from immediately reporting you, you find a third one with some particularly evil-looking individuals who are willing to barter. What would you like to do now? Would you like to barter? Or perhaps do something else first? Or not barter at all, following some other course of action entirely?
Selene will ask the evil looking person whether they may be interested in demonic magic or not. If they is interested in, Selene would say she might have something she could sell to them that appear to be demonic magic.
Here's a custom character idea to kick things off for Delaxis: Legend of Power:
Spell or Gear
Backstory: Rivvin, Tinker of Truth
In the bustling workshops of Fwensidt, Rivvin was born beneath the clatter of hammers and the glow of forge-light. A Mousefolk Artificer with nimble hands and a sharper mind, Rivvin showed early signs of brilliance—crafting miniature clockwork toys that walked, danced, and even sang. Though small in stature, Rivvin's ambitions were anything but.
The Mousefolk of Fwensidt take pride in their creations, and Rivvin was no different. But while others crafted to impress or to profit, Rivvin built with a different purpose: discovery. He believed that through his inventions, he could uncover hidden truths about the world—about Delaxis itself.
His greatest breakthrough came not in metal or magic, but in a mysterious lunar gear he discovered buried in an ancient ruin beneath the city. The gear shimmered with silvery aether and pulsed with an otherworldly rhythm. It whispered riddles in his dreams, spoke of forgotten gods and worlds beyond.
Obsessed, Rivvin began crafting around the gear—constructing machines meant to decipher its secrets. The gear was tied to a celestial mechanism, one that, if fully restored, could unlock truths lost to time… or perhaps secrets meant to remain hidden.
But not everyone in Fwensidt appreciated his efforts. The Artisan's Guild, fearing the unknown and suspicious of his "truth-seeking heresy," cast him out, labeling him a dangerous heretic. His workshop was dismantled, his belongings scattered.
Exiled and betrayed, Rivvin now travels the lands of Arastra with nothing but his toolbelt, the lunar gear, and an unshakable belief: that there is more to this world—and himself—than meets the eye. He starts his journey not in Fwensidt, but in the kingdom of Qamon, drawn by rumors of ancient balance-temples and celestial relics scattered through its wild places.
Starting Country: Qamon
Origin Country: Fwensidt
They are willing to barter and say "Well, those are rare. I'll offer twenty gold coins for that, deal or no deal. You don't say anything about this blackmarket to other blackmarket networks, and I'll say nothing about you dealing with demonics. What do you say?"
@Mellow_MC
Halfway past midnight, you hear footsteps above you and hear voices muffled by the sand, but they sound high-pitched, perhaps those of goblins or kobolds, the only two native races that might fit the voice pitch. They begin digging around in the sand several meters away. What would you like to do now? You are both 85.67% charged.
@jpastor
Ooh, choosing Qamon for a starting place. In that case, I should explain some things about the situation in Qamon before starting off your story. So Qamon is currently at war with neighboring Veraldra, whose magics have seeped into Qamon and carried waves of Veraldran inhabitants into Qamon, some rabble, some part of Veraldra's military. They have not parleyed at all, and simply keep spreading their influence, crushing Qamon's armies time and time again, even defeating them when war mages have been brought in to help against the Veraldrans. Luckily, the invaders are still relatively far from your current location, but you should still know before your character's story starts.
---------------------------------------------------------------------------------------
Anyway, as you are scouring Qamon's wilds for some sign of balance-temples or relics, suddenly, your lunar artifact grows blindingly and pulses with light, beaming up, temporarily raising a moon in the sky during midday, then it goes back to normal and the moon vanishes. But just as that happens, a Veraldran pixie yanks the lunar artifact out of your hand, giggling gleefully and flutters about, just out of reach of a jump-grab and says "If you want your precious legendary relic that just caused a midday moonrise, you have to promise to infiltrate this country's government and send us all the battle plans. Yeah, you can leave after your job is done, but if you don't do the job, you're never seeing this again," flourishing the artifact tantalizingly with the last sentence.
Oh, this is such a juicy setup. Let’s dive in — here’s my character to join the Delaxis: Legend of Power campaign, starting in Qamon under this delightful duress from a mischievous Veraldran spy!
Character Name: Lirae, Moonwise Warden
Race: Faerie
Color Identity: Blue
Starting Country: Qamon
Home Country: Qamon
Card:
Spell:
Backstory:
Lirae was born from the convergence of moonlight and still water in a secluded glade on the borderlands of Qamon, where nature’s balance was maintained not with force, but with intention. As a rare lunar-aligned faerie, Lirae developed an intuitive relationship with celestial rhythms and their interplay with arcane energy.
Among the druids of Qamon’s Grove of Equilibrium, she was raised to be a Moonwise Warden, one who gently tends the balance between civilization and wilderness. She came of age as Qamon began its slow descent into imbalance — its cities creeping too far outward, its forests shrinking, and whispers of Veraldran invasion slipping across the borders like smoke.
Her most sacred possession is a lunar artifact called the Naevir Lens, a delicate orb etched with arcane veins that glow silver beneath moonlight. Passed down for generations among the Moonwise, the Lens allows its bearer to commune with hidden temples and sleeping spirits of balance long forgotten by even Qamon’s sages.
Now, Lirae walks the wild places of Qamon, seeking out long-buried lunar temples and relics, quietly hoping that if she restores enough harmony to the land, the war will end before it reaches the heart of her home. She has always believed change must come gently—like moonlight on water.
But that belief was just shattered.
Campaign Opening RP Response:
Lirae blinks through the glare, squinting against the searing silver that burst from the Naevir Lens. She shields her eyes, her tiny wings flitting in alarm as the world seems to still — and then a moon rises, in full daylight. The forest gasps. The shadows rearrange themselves. Every animal goes silent.
And then — chaos.
The giggling is the worst part. High, cold, playful in the way only someone who doesn’t really feel could laugh. The artifact is gone, and with it, a piece of her soul.
“You dare—” Lirae hisses, hovering closer, her wings flaring in a crescent pattern behind her. “That relic is sacred, even to your kind. Do you even know what you’ve stolen?!”
The Veraldran pixie spins mid-air, dangling the Lens just out of reach like a bell on a string. Her smile sharpens.
Lirae’s jaw tightens.
Infiltrate the government of Qamon? Betray the very caretakers of balance? Even considering it goes against everything she’s stood for. But this war has already unmade so many certainties. And without the Lens, her purpose fades into the fog of chaos.
“…Fine.” Her voice is a shard of broken frost. “But I want proof the Lens is safe. And I choose how this mission begins. No one suspects a wandering faerie in the wilds. That’s where I’ll start.”
She flutters a little higher, eyes narrowing toward the glimmering spires of Qamon’s capital, far to the east.
“I’ll send the battle plans,” she says bitterly. “And then I’ll send your kingdom a storm.”
Let me know if you'd like me to expand her spellbook or design a custom government figure in Qamon to begin infiltrating!
Seems that mouse is just an idea, he didn't offically put him in RPG - He never said he is going to play that character.
Selene will attempt to convince with a hint of intimidate the evil person to increase sell amount.
"Honestly? I don't care whether people knows or not. However, you on other hands, do care. If you make it 30 gold coins, people would never know the deal happened at all." Selene smiled. "After all, it can be such pain to have guards at your tail all time."