Last thread: >>4812644Your name is Dyraxes - a childe of a vampire lord in the ancient ages of southeastern Europe. (The date would be ~340 BC)You are of clan Tzimisce: One of the "high clans" of vampires, and unlike most of the other "high clans" your clan rule eastern Europe openly - Your inhuman nature is no secret. For what is a ruler that hides in sight?You yourself are not that far up: You rule over a small village - enough to sustain you and a few ghouls, but it is no large space, and far from "prosperous"However, the village has a strategic position. Just located north of a mountain pass, and it could prove important as a possible trade route from the south in the future.The villagers live in respectable fear: they know you are their lord - and beyond human. However, they know you defend them from far worse things in the wild.You have built a small outpost at the gap of the pass, however it is not permanently inhabited, but it could be used as a great vantage point.Your own "castle" is a small keep - the last year of reparations have brought it back to some semblance of glory.; you have a small study and an armory with spears to arm a handful of men. There is also a couple of cells for any prisoners. On top of the keep is a tower, enough to give you a crude vantage point, and a fair deal of range advantage for a few archers. The primary feature of your domain apart from the forests you have loose control over, is a quarry you have managed to construct. The excavated stone is currently used to build roads in the village, but that project has just about started.You have five ghouls in your service:First and most important, the caretaker of the keep. He is the extension of your will during the day; talk with the villagers, keep the home in check and so on.He is named Lovilav, Lovi for short. While he is not the sharpest, he knows the village well.Then there are your two war-ghouls; Mag and Mar a gift given by your sire - they are clearly inhuman, armored and have long claws protruding from their arms. at this point, they are barely human - but fiercely loyal, stronger than nearly any man. Whatever was left of these humans have been molded away.You have a hunter under your control named dotos, and his lay of the land has proved useful so far, and his skill with the bow has provided your ghouls sustenance, such that they can spend time on other efforts.Lastly, you have a wagon-driver under your control - he's maintaining the carriage you are currently on - however, you don't plan to keep him around for too long, as it's only to ensure that his loyalty is unwavering you have ghouled him.
>>4861434You are currently on your way to your sire - Varnava. He himself controls a far larger area, and expects you to be his right hand - currently, your objective is to establish a trade route from the south over the mountains. On this, you have learned that there is a conflict between the lasombra and cappadocians on the other side of the mountains, two other vampire clans. You are on good relationship with your sire, and he has promised to teach you some new skills now that you have mastered the third level of vicissitude. You are currently on your way there, where he wants to strategize the current events, and how to proceed. Due to the success and your contribution in the attack against one of his rivals (and perhaps more pressing, now your rival too), you can expect a minor boon from him. This could be anything that is not substantially difficult for him to provide.For example, it could be literature, training in your (or other, perhaps) disciplines, tutelage from him, or possibly someone else. Or something more direct: weapons, people or money. Of course, keeping a boon is itself useful. He too is bound by the ancient codes of honour.
>>4861436Your clan, Tzimisce, own the powers of Animalism, Auspex and Vicissitude. Additionally, due to the potency of your blood, you find it trivial to develop the three physical disciplines;Potence (strength), Fortitude (durability) and Celerity (speed).Currently, you know these powers:Animalism I : Whispers to the wild - You can talk to animals and command themAuspex I : heightened sensesFortitude I : The abillity to withstand damage.Vicissitude I : Mallable visage - You can alter the visage of someone at a surface levelVicissitude II : Transmorfigy the mortal flesh - You can alterate flesh, muscle and fats of living beings Vicissitude III: Rend the osseous frame - You can blend and twist bone of living and undead beings, and combined with the other two powers, you can create truly inhuman creations. Vicissitude allows for general ideas to be researched, currently, you only know of one of these, but your sire has told you that he would be willing to teach yousome of his ideas once you have learned the third level of vicissitude.Current known alterations: Reflexive muscle contractions: (+1 survival/melee -1 to stealth, gives slight jitteriness.)Current undeveloped alterations:Ram horns - additional dice in tackling maneuvers. Lastly, the curse of your clan is a connection to the land. Where you rest, must be close to the dirt of some importance for yourself, such as the land of your castle. This can be subverted by carrying dirt with you. Should you fail to do this, your dice pools will diminish with 1 per night.You are working on some projects on the side, which are as follows:>Progress on roads in the village 4/~600 (this will passively improve over time, as it is not done by your hand) >Progress on teaching 1/8>Progress on outpost (50/65) (halted)>Progress in improving survival (2/?)
This game uses a dice pool system, where you roll a combination of some attribute and ability, each dot equaling a dice. they contested against some difficulty, in general 7. Every dice that lands equal or over the difficulty is a success, and every 1 takes away a success. Some actions require multiple rolls, and a number of successes, and I will note these as extended rolls. Furthermore, your vampiric powers allow you to temporarily enhance your physical attributes at a 1-1 ratio from your blood pool, and heal any injury with the power of blood (also 1-1 ratio), ghoul people with blood to force them under your will, and the learning of disciplines. The three physical disciplines add further dice to any physical test. For long term projects, they have meters that increase based on investment - what resources have you administered to them. In general, they update once every in-game week.
>>4861448Your current position, allows for none of these grander projects to come to fruition however - you were on a carriage on the way to your sire - where you got ambushed by a pack of ghouls. In fact - right now you are fang deep, and had just regained control over yourself from the blood-induced feeding frenzy on one of the war ghouls attacking you. You are still draining the blood, but as it is now, there is little remaining. The vessel is doomed, and will die from a lack of blood, even if you could keep draining it a little longer. as you force your eyes open, pushing the blissful world of feeding away you realize that you have been out of it a little bit longer than expected. The archer you started draining before has regained some foothold, despite the quite rough wound you inflicted on his neck, and the lack of blood. Ghouls are quite sturdy. You realize he's readying another shot from his bow, this time not at you, but at your ghouls. Shit - should your human ghoul become too wounded, it could become truly problematic. And yet, it's so hard to pull away from the sweet nectar. >Keep feeding on the ghoul in your hands, killing them off for sure>Push the dying war-ghoul aside, and lunge towards the archer. The surge of power in your blood is still strong, and you could probably defeat them easily. >back your other two ghouls up physically - if we kill the other war-ghoul, the archer should prove little problem alone. >place yourself between your ghouls and the archers line of fire - if not swift enough to snatch the arrow out of the air, you could at least tank it yourself.Current blood: 22/30You are at hurt damage level right now: all rolls suffer a -1 dice penalty. >You could heal by spending blood at a 1 to 1 ratio for health, and succeeding on a stamina+survival+fortitude roll (5d10)
>>4861449>Leap for the archerwe could buff up our celebrity a bit more.
>>4861612>>4861483alright, if you want to buff up celerity before, please do, else do a dexterity +brawl roll. (2d10). you could feasibly grab your spear beforehand, doing a dexterity+melee (3d10). (of course, if you do so, then it wouldn't be a grapple, but more a lunge attack to refocus the archer towards you.)please choose how much you want to buff dexterity first. (currently at 1+1 from blood buff)
>>4861449>Push the dying war-ghoul aside, and lunge towards the archer. The surge of power in your blood is still strong, and you could probably defeat them easily.
Rolled 9, 9 + 5 = 23 (2d10 + 5)>>4861810What was our current buff? Voting for +5 more for dexterity. brawling.
>>4861998if we buff we roll more dice, not add +5, as adding 5 straight up does nothing. We are currently at 1 dex (base) + 1 from buff. we can at most keep our physical stats at 8 each.
Rolled 8, 2, 8, 5, 7, 9, 5, 7 = 51 (8d10)>>4862024Oh. Well then Lets add 6 more to dex or brawl or whatever we're doing.
>>4862038With a buff and roll like this i'm not even going to roll for a dodge action - The number of successes here eclipse the archer's dodge pool>>4861483>>4861612>>4861993You brush the ghoul aside with your superhuman strength, and let the newly gouged blood soar through your veins, flaring with power, the tremendous exaltation of letting the curse of the ancient one come to power to destroy and unmake the mortals. your vision blurs red as you make a leap of superhuman speed - faster than what any human could ever dream of, and yet with the accurate grace as if you had done it your whole life - it's just so instinctively easy, as you move with unhinged grace. For anyone on-looking, it would be a mix of terror and awe, as your veins bulge, and your eyes glow faintly in the dark from the blood burned to fuel your damned strength. As you lunge, you feel as if time slows down, and you can see the damned visions again, nights of horror, glory and destruction - scenes with beings of untold power - and those that obey it. Rituals, feasts and the willing sacrifices; all under the glooming red moon. And lastly, you see something else. The original sin, the dark father himself, murdering. When you come back to reality, you have locked the archer into a death grip - your arm firmly around his throat, and he seems powerless to struggle back. It's as if you move in a trance - this skill is not yours alone, but is granted to you by your non-human nature. The gifts given. And yet, you wield it as your own, to dominate humans at your whim. yet, there is a question of what to do with the archer in your grasp.>Blood calls to blood, and his is forfeit. Drain him dry. (you would start drinking his blood, draining him completely would take 3 rounds)>sink your fangs into his neck to kill(do strength+1 dice of unsoakable damage, 5d10)since you have the archer in a vice grip, there is no risk of "missing" your attack>you could fuse his arms and legs together with vicissitude, and leave him unable to escape to deal with the final war ghoul.(strength+body crafts, 6d10)(-1 blood)>other (write in)Current blood: 16/30We are currently at hurt, this leaves us with -1 dice penalty. (except soak)>We could spend a blood point to heal this, on a successful stamina+survival roll (stamina+survival+fortitude, 5d10)
>>4862097>you could fuse his arms and legs together with vicissitude, and leave him unable to escape to deal with the final war ghoul.(strength+body crafts, 6d10)(-1 blood)>We could spend a blood point to heal this, on a successful stamina+survival roll (stamina+survival+fortitude, 5d10)
>>4862097also wait a bit with rolls, incase we got conflicting opinions!
>>4862154Give it 30 mins, then you can roll
>>4862148I'll support fusing his arms, but ignore the hurt.
Rolled 6, 8, 10, 1, 6 = 31 (5d10)>>4862168rolling for fuse
>>4862223you missed a dice there, but I can take that as the stamina+survival+fortitude roll. the -1 blood is the cost for fueling discipline.
>>4862227ah, i misinterpreted the -1 blood as -1 dice. it all worked out I guess.
Still need 6d10 for the vicissitude roll!
Rolled 8, 8, 1, 1, 4, 7 = 29 (6d10)>>4862300slash
>>4862304>>4862223As you keep the archer suppressed on the ground, you again let your mind sink into your cursed nature, now letting it mend the wounds you have accrued, your flesh mending together at an unnatural pace. There is a reason why the undead are feared and rule over mortals, and this is partially it - you ability to just let wounds that cripple mortals mend as if they were nothing. As the blood becomes one with your flesh you feel your hunger start to become noticeable - you should finish this up. You use your other free hand to mend the archers hands together, and its not the best work - he's not going to be shooting any arrows any time soon.When it comes to his legs you just fuse them together at the ankles. Again, sloppy work, and here the bones are not properly fused - a terrified man could possibly rip this apart if truly desperate - yet it will have to do for now. You glance over at the other skirmish - It's not a great sight, but it's not looking too bad either. Your war ghoul, Mar is currently in a skirmish against the somewhat larger ghoul, but the opposing war ghoul also has a spear lodged quite deep in its side. Unfortunately, the ghoul driving your carriage is slumped down against the side of said carriage - with an arrow stuck in his shoulder. Still, with you at their side, this should be decisive. > lunge towards the war ghoul to drain it. However you'd have to be pretty damn accurate, considering the large spines on it's back(dexterity + brawl,8d10)>maneuver close first, and attempt to do some strike to the ghoul with the dagger on your side. (dexterity+melee, 9d10)>You could check out on your carriage-ghoul, and ensure that he's going to live. >other (write in.)
>>4862362>maneuver close first, and attempt to do some strike to the ghoul with the dagger on your side. (dexterity+melee, 9d10)
Rolled 8, 8, 5, 5, 1, 4, 8, 2, 1 = 42 (9d10)>>4862362>>maneuver close first, and attempt to do some strike to the ghoul with the dagger on your side. (dexterity+melee, 9d10)
>>4862362Oh and, current blood: 13/30
>>4862362>Lunge and drainI mean. The ghoul isn't going to die yet
>We spent a king's ransom on dex. Might as well try to get it back. Drain the war ghoul.
>>4862417changing to support this
>>4862426>>4862417>>4862414I'll need a roll of 8d10 then, if we are changing vote to this!
Rolled 9, 7, 1, 2, 6, 2, 8, 3 = 38 (8d10)>>4862487
Rolled 7, 6, 1, 9, 3, 4, 1, 3 = 34 (8d10)>>4862487
>>4862499You lean into your instincts completely, and simply do what has proven effective so far - lunge and drain. As you let go of the tied up archer beneath yourself you feel the flurry of power rage in your veins, your arms stretched out wide, and your fangs exposed to the world - the evil in the hearts of men. You make another massive leap across the battlefield, but here it's not quite as perfect as expected - a glancing blow from the large spinal spikes from the opposing war-ghoul hits you in the side. Nevertheless, you are able to lift the ghoul up from the ground in a clenching grip under the arms, bracing hard against the ground as you sink your fangs into its neck - the last moment of consciousness the ghoul will ever have. You drink deeply, and more controlled this time, savoring the flow of blood as it refills your body - at times you wonder how you can drain mortals so completely, and still then demand blood, but these thoughts are wasted away as the ecstatic bliss of draining controls your mind. Again your mind is clouded in visions. Visions of power - you see it all in a typhoon of nothing and everything. Those who have lived for centuries, the urge to kill, the urge to drink the blood of others, men and vampire alike. Fear of no one. It calls out to you - the desire to be truly immortal, and ironclad ruler above men. And just as it was so clear, it all fades out, replaced by the dull reality of a dry husk in your arms. Partially disgusted, you drop it on the floor, brushing it aside. There is some cleanup to do, ensure that your ghouls are fine, finish the archer. >Ensure that both of your ghouls are alright. (intelligence + medicine, 6d10)>Go check up on the archer and finish him off - it would be nice to slate your thirst. >Go check up on the archer to try to interrogate him ( Self-control roll needed, difficulty 6, 3d10)>Other(write in)I will also need a soak roll (4d10) for the bone spike that hit your gut.>current blood 18/30
Rolled 1, 10, 2 = 13 (3d10)>>4862622
Rolled 9, 4, 4, 5 = 22 (4d10)>>4862622
>>4862622>Ensure that both of your ghouls are alright. (intelligence + medicine, 6d10)>Other(write in)Tell our war ghoul to watch over the archer as we check out our normal looking ghoul.Only 2 more blood?
>>4862642we were down to 13 before we drained the war ghoul - it was quite wounded.
>>4862642feel free to do the intelligence + medicine roll, since we have no replies in a while
Rolled 9, 8, 8, 10, 6, 4 = 45 (6d10)>>4863437Rolling for penis enlargement pills
>>4862622>Go check up on the archer and finish him off - it would be nice to slate your thirst
>>4863437Can the archer be interrogated? Can we turn the ghoul to serve us? Can we make use of anything of the dead war ghoul?
>>4863758>Can the archer be interrogated? Yes, of course>can we turn it to serve usWe could, but we'd have to break the blood bond and any other possible control - something that takes time, which we don't really have the possibility to here. >Can we make use of anything of the dead war ghoulI can't think of anything in particular we can do with a dried-out corpse.
>>4863998Make sure the archer survives, drag him to the master.
>>4863998I believe se can attempt to break the archer inside our carriage as we travel. We should have enough time then.
>>4863516You drift your eyes over to your own war ghoul, pointing them to the archer. "Guard him" is the simple command you give, and Mar obeys without question, the shambling motion as he runs over to your soon-to-be prisoner. The way they move keeps surprising you, as it is slightly unnerving, as if they reject the natural order completely. you shrug it off, and re-direct your attention to more important things, such as your wounded ghoul in charge of the carriage. As it turns out, the wound is not too debilitating, and while it might have left a regular human wounded form months, with possible chance for permanent injury, you are not too worried about that here - once you had stopped the bleeding from the shoulder wound, you could quite cleanly extract the arrowhead - with enough bandage to ensure that the blood wouldn't soak through, even as it would be utterly tempting. Unfortunately, you can't do more than this out here without access to better tools - instead, you will have to trust that his own tenacity will be able to pull through - aided by the nature of ghouling"Focus, and feel how your body can rebuild itself." You tell your ghoul, who is clearly in some mixture of shock and terror - far from used to this kind of action. "I- I don't know what you are talking about - i'm not you - our wounds take time to heal!" he blurts out, in some kind of mixture of fear and obedience. clearly not wanting to dissapoint, yet completely out of depth in the waters here. "Let your mind reach out to the wild, the surge. Feel how it can remend your body. The part of you that is hidden deep within your heart" you say, your voice calm and soothing. His face focuses, then twists and clenching his jaws, and you can ever so faintly smell the surge of blood, his heart beating faster as the wounds recede somewhat due to the twisted intermingling of the curse and humanity in his blood. You quietly stand up and head over to the captive archer, pondering your options. You also realize how the surge of blood have left your body somewhere when you fixed up your ghoul. The first, and most captivating option would be to feed - let him repay for the blood you have spent. it's an oh so tempting idea, but you also know that you could get some information out of him. If not anything else, why they attacked you at least, and who they work for. You also breifly consider bringing him along - however, that could prove very dangerous. >Just feed on him, be done with this farce - you have other things to consider here.>Interrogate him and see what you can get out of him (write in any questions)>you could perhaps bring him along to your master (This is highly dangerous - You still have a couple of days travel, and he'd be able to be awake while you are vulnerable and asleep away from the light of the sun. He could perhaps do something like a desperate attack to your ghouls, alert danger, etc.)>Other (write-in)>Current blood 18/30
>>4864059>Interrogate him on his master, his mission and what he knows.>Bring him along to master, use vissictitude to bind his body completely properly. Gag him.He'll make a fine gift and test for more vissictitude tricks.
>>4864059>Interrogate him and see what you can get out of him (write in any questions)"Which vampire sent you to me? What were his motives? Why shouldn't I melt your genitals, disfigure your hands, rend your face apart and let you go?"
>>4863998> I can study the craftsmanship. These are works of art, with the artists touch about them. Study will not just provide inspiration for my own fleshshaping arts, it will allow me to learn this artist's signature as well. Assuming that it fits in the cart of course.
>>4864163I'll also support that.
>>4864059Can we also drain the remaining corpses of blood if we haven't already? Can we loot the bodies for any coin and clues? Maybe use the flesh to modify Mar?
>>4864059The arrow was launched at us. It failed to slay. A true attempt to wound, or mealy a test to probe? There was balance to the combatants. Three against three, war for war. Where was my mirror? The arrow caster is wounded, afraid, and tired. Too weak to interrogate now. Better to mold its eyelids like clay to cover the eyes. Better to fuse the hands and the ankles. No rage. This attack was not enough to enrage me. It was an attack on me, not upon my demese or my authority. It will make noise. Better if it were quiet for now. Left alone with it's thoughts. A shining beacon to the astral wanderer. A slight concave to the voice box, to reduce the screams to a whisper. A detachment of the tendons, to prevent kicking and flailing about. A tying of the tongue to the bottom of the mouth, so that it does not choke to death on its own tongue. Simple touches, full of purpose. Full of intent. There is but one thing to ask now, which can not wait until later.> "Are there any others with you? More waiting and watching?"
>>4864072>>4864084>interrogate>>4864163>>4864167>>4864176Study craftmanship of the war-ghoulsConsider this vote closed for now. Sadly no more update tonight - I got a 5 min presentation tomorrow that I /have/ to pass. >>4864189one is completely drained dry, and the other has probably succumbed to the bloodloss - we can't drain dead people. (If you ponder this thematically and not physically, this makes total sense)
>>4864059>Interrogate him and see what you can get out of him (write in any questions)"Who sent you, are there more and give me a reason why I should not just drain you right now."Then drain him.
>>4864213Re-counted votes - interrogateYou kneel down next to the archer now stuck between a rock and a spiky place - placing your knee over his chest. You press a nail against his cheek, just right under the eyes. "You are going to answer my questions. Everytime you lie, or give an incomplete or unsatisfactory answer, I'm going to break a finger. Pray you don't run out of them" you say, beads of sweat forming on the brow of the archer. "Why are you here? what was the purpose of this raid?" You ask in a calm voice, expecting no real resistance, due to the precarious situation he's placed in. be tries to stall for a moment, as if to explain yourself, but as you grab the part of his fused-together hands, placing your hand on his index finger he splutters, and speaks."F-fuck! It was just supposed to be a raid on a carriage - a carriage with goods of metal, not this!" he exclaims in horror , as you start to bend the finger backwards, pushing it towards the breaking points. "Very well, then. Who sent you here, who is your master? I can smell the blood of the cursed on your body." you say, and his eyes go wide, his breathing increasing, and you can tell how he's sweating. "I don't kno-" before he can finish that sentence, you press the finger all the way back, and a meaty crunch is heard as the man screams out in pain. "I would not try that again, if I were you." You say, and firmly place your hand over the next finger. "I swear, I don't know who it is. It's as if I have forgotten, or never known." The forest once again echoes with screams, as you first snap the finger to the side, and then further up. "I understand why this attack failed, if you're so pathetic you can't even recall who you serve." you scoff, and ask your third question. "Now tell me, why shouldn't I kill you outright, and break every single bone in your body before i do that?"The ghoul seems to become an even more pathetic version of himself, as he seems truly unable to give up anything of value, he starts to beg. "please, i beg of you. I never wanted to do this! I never had any choice at all... I just don't want to die!" he cries out, and the whole farce disgusts you more than anything else. >Kill him, as you said you would do>give him the mercy - not that it will do him much good in a forest, all alone, hurt and bound. >Bring him with you, maybe you can get something else out of him. Keep in mind that this would give him more chances to get away, or sabotage your operation>Other (write in)
>>4864907Aldo, decide if you want to dissect/inspect the two dead war ghouls>yes>no
>>4864907>Kill him, as you said you would doMake it quick. >>4864946>Yes
>>4864907>Bring him with you>>4864946>YesI think we ought to bring him with us, both as a snack and as a gift/practice dummy. It would be an appreciable show to our sire.
>>4864989We would have to turn him into a human slug for that in order to make it safe. That is A) far more cruel than things need to be and B) a waste of blood.
>>4864999He's already not got legs or wrists
>>4864907>Bring him with you, maybe you can get something else out of him. Keep in mind that this would give him more chances to get away, or sabotage your operation>>4864946Yes
>>4864907>>Bring him with you, maybe you can get something else out of him. Keep in mind that this would give him more chances to get away, or sabotage your operation
>>4864989>>4865130>>4865868"Very well" You mutter with a confident smile. "You get to live for a little longer" , you finish as you stretch out your hands and flex them. You go to work, as you bend and break the bones of the archer, the man, or what little is left of him at this point screaming as his arms are broken and merged stuck to his back, and his legs fused together. You finish as you pull his cheeks over the mouth, leaving him unable to speak. "hope you don't catch a cold!" you say with a glare of death. "Drag him to the carriage, Mar" You say, and walk over to the corpses you have left behind. You drag them both to the same spot, the now dead and cold blood trailing from the ghoul that you wrestled with first. They are different from each other, even if the design is much similar - it seems they have somewhat differing purposes. If you were to guess - and what else is there, to do at this point, is that they are supposed to work together, as a hammer and nail, so to say.If you would do any further examination on the pair of dead ghouls, there'd have to be choice - either to focus on the general structure, or to focus on the details in a dissection. >General - the structure of the ghoul is most important (perception+ Body crafts 5d10)>Details - The special details of the ghouls are what make them interesting, and how they are made (perception+ science, 4d10)I will also need a roll of Intelligence+ medicine for a how well any dissection goes overall. (6d10)
Rolled 9, 1, 2, 7, 1, 2 = 22 (6d10)>>4867239Specific details.This is what differentiates them from our craft and bears the makers creativity.
also, please no dice rolls before you decide general or details, apart from the one that is done.
>>4867239>Details - The special details of the ghouls are what make them interesting, and how they are made (perception+ science, 4d10)
>>4867826>>4867652>>4867257Sounds like you have made up your mind. >do a roll of perception + science, 4d10
Rolled 11, 76, 31, 29 = 147 (4d100)>>4867831
Rolled 5, 9, 5, 1 = 20 (4d10)>>4867831Woops
>>4867257>>4867923You sit down next to the two ghoul corpses, and despite that one of them are in a dry-drained state, and your tools are truly lacking for any precision work, you hope that you may get some insight at least. On the one with the large talons you begin with opening it from the back, around the spikes in the back - this turns out to be a complete mistake, as the anatomy has been completely re-worked. you curse under your breath, as you have ripped apart several organs already, and the body has deflated some - and as you continue working you come to realize that this whole affair was doomed from the start. If you didn't know better, you'd think that this ghoul had some kind of self-collapse system built into it - everything is just in wrong places, and whenever you think you've made any progress - it is if you've sabotaged for yourself three steps ahead. Eventually, you come to the conclusion that this is futile the corpse is simply too mangled at this point, and move over to the next ghoul - a little more confident, with what you've learned from this one. However, it turns out that this assumption you've made that they'd have similar internal designs was a complete and utter mistake - this ghoul has a lot of internal bone structures, and every single organs seems to have been separated into several smaller versions, for reasons unclear to you. You're not certain about anything in the design of this ghoul either - apart from perhaps one thing; it's vastly more complex than what you have made yourself - and you don't even know if this is some sort of intentional enigma, mistakes or design. You sigh, dejected as you leave your work behind, climbing up into your carriage and sealing yourself in your tomblike chest - dawn is coming soon, and you can tell how the night is getting a little less dark. >blood pool: 17/30>please make two separate rolls of a single d10, to check for eventsIf you think there is anything urgent we need to do on our journey from this point, please write in, else i will not narrate "eventless" nights>Other(write in)
Rolled 4, 8, 9, 3 = 24 (4d10)>>4867831
Rolled 4 (1d10)>>4868328I don't have ideas, rolling dice
Rolled 7 (1d10)>>4868328aww
>>4868360>>4868335The next two nights pass uneventfully - your prisoner is unable to make any sort of fool hearted escape or yell for help - not that there'd be much to save him out here unless a miracle happened. And fortunately you also realized a way for how he could signal how he had to do... less sanitary business. You should really have thought this through before you forced him along. The smell he permeates is a lot worse than you'd think. you wash him off a little bit, so he is at least a little bit presentable. At least one thing is positive out of this ordeal - you arrive at your sire, Varnava's domain early in the evening - maybe a hour or so past sundown. It is a lot bigger than what you have under your control - down in the village, or rather, city there must live at least five, six thousand mortals. Unlike your own village, the castle that overlooks his domain is much closer to the city, but still a respectable distance away, to keep the riff-raff out. The last part of the journey is done in silence - You ponder the time it must have taken to accumulate all these resources, and how you would do so yourself. One thing makes smile a little through - the roads here, apart from the main one are still dirt - perhaps you can at least flash with something in a few years time. Once at the front gate of the castle, you step out of the carriage - your carriage-driver hesitant to move as you have left the vehicle. At least it seems he has enough common sense to know when to keep silent. You give the doors a heavy knock - and within about a minute or so, the doors are opened. Not by your sire, but by a tall man, easily over two meters tall. At first, you think its another vampire, as his appearance is inhuman - pale and well dressed. with a build that looks like it could dominate other men. but then you realize - no. He sweats, and his skin is not smoothened in the way that vampires - at least those of our clan are. His eyes narrow for a moment, before he speaks."What is your business here?" he speaks in a stern tone. "I am Dyraxes, clan Tzimisce, childe of Varnava. I have been invited here, by my sire" You say, your voice challenging his own - you are tempted to push it, but for now, keep it just firm.He blinks for a moment. "Ah - i was told to expect you soon. My master is in his study, but you are welcome in. he will join you shortly."
>>4868605You are welcomed into a large courtroom. while not massive, it is easily a floor of your own keep alone. Time drags on for a bit longer than expected, before your sire bursts out of one of the doors. His appearance has changed some since you last met, but he is still the personification of deadly beauty. "Ah, welcome to my home Dyraxes, I suspect we have much to discuss. The grace of my hospitality is extended. You may stay here as long as we need." he says, in a warm tone."Thank you my sire - I have brought a gift too - a captured enemy" you reply, keeping your tone amendable - a little bit unsure of how formal he wants to talk>push the discussion towards the attack on your carriage>push the discussion towards the trade situation>push the discussion towards the finer arts of fleshcrafting>let Varnava steer the discussion for now>other (write-in)
>>4868610>>let Varnava steer the discussion for nowyeah we have preferences but lets not push anything with our sire
>>4868610>Allow the Varnava to steer the discussionIt's customary for the eldest to speak first, I think.
>>let Varnava steer the discussion for nowIt is dutiful to observe the rituals and niceties of the greeting. After that, one must listen to the master's demands. Likely an account of the journey and my observations on the road will be required. My trip gave me much time to think about my report. If an opportunity presents itself, I should express interest in my desires, particularly fleshcrafting as that is my primary reason for coming. I do not wish to push the trade situation, or complain about my trip. When he asks about trade, present my plan to increase it. When he asks about my trip and the attack, be accurate and precise, without complaint or weakness. Act with honor, civility, and deference in all things.
>>4870470pretty much this
>>4868682>>4868838>>4869252>>4869436Your sire pauses for a moment. "A captive, you say? he continues, and you can sense the slightest of surprise in his voice - if that is by intention, you cannot tell. "Ah well, where are my manners? Join me in my study. My servant will take care of your carriage, do not worry about it." he says, as he gestures you to follow. beyond the large wooden doors is a far smaller room, filled with bookcases full of scrolls and books, and even a proper couch group. ah, you haven't seen this since your times down in Greece - truly a lost pleasure. "So, tell me more about this prisoner, and how you got ahold of him." your sire says, and his eye focus on you - in a way it's truly terrifying when you realize the intent of it - this is a creature that has lived for many human lifespans. That focus now gazing upon you. You recite the story of your attack in a academic, almost cold way - leaving out the more emotion-filled aspects, and instead paying attention to the ghouls, their design and how they fought. You tell him of the interrogation - at least what little you got out of the archer, and lay weight on how it seemed impossible to get anything out about the master of the ghoul."Well, this is most curious - the land between my castle and your village should be largely uncontested. No one has any claim, on it, and thus it should fall under our control, at least by claim. Obviously not by sheer might." he says, as he strokes fingers over his right arm, seemingly pondering something. "While the ghoul may be incredibly loyal, and merely tricked you into appearing broken, I find it not too likely - despite your torture being amateurish at best. Remind me to give you something for that" he said, with a little displeasure in his tone and a slightly too long pause, as to let you think about it, before speaking again "But I suspect there is something else at play here. Most likely, their memory has been suppressed, or outright removed. We can deal with this later. " "I am most interested to hear about what progress you have made these last two years - both personally and with the task you have been given. Apart from that, there is another task too, that needs to be discussed. You may choose where to steer off for tonight. Tomorrownight will be busy. "Please choose two>Tell him about your plans for the village, and other things material in your realm>Tell him about the progress you have made in your own prowess. >Tell him about what little progress you have made on trade, and the reasons for it>Ask about the other task.>other(Write in)additionally, you may ask for sustenance - it has been a long journey, and your concentration is not perfect. It is very impolite to hunt on someone else's territory without permission, apart from the most dire of circumstances.
>>4870503>Tell him about your plans for the village, and other things material in your realm>Tell him about what little progress you have made on trade, and the reasons for it>ask about the finer arts of fleshcrafting and if there is a way for the modifications to be inherited to the offspring, how it could applied be used to improve cattle for our cattle
> Tell him about your plans for the village, and other things material in your realm> Tell him about the progress you have made in your own powers What have I accomplished? I have begun drawing up the bones of the earth to rearrange them into a stone road for the use of merchants and armies. I have prepared ghouls as tools to survey the land and oversee local trade and bandit control. But in these short years I have worked on developing the most important tool of all. Myself. But the Master need not hear this boasting.Planning for the future is more important that discussing uninteresting accomplishments. The village sits on a mountain pass, and does not appear to be on a waterway. Merchants, like water, take the past of least resistance to wealth. Mountains are a source of resistance, which passes alleviate, but not to the level of the great rivers or the sea. I am not yet in a position to disrupt trade across the waters, nor is my demesne widely known. So first I will survey the local goods and my neighbors and instruct my servants to bring things of value to those who have them not, and increase the hunger for those goods which I can reach. As for my personal development. That seems to interest the Master, so that is another thing on which I may focus. I have improved my abilities with the fleshcrafting arts to the point at which I might shape bone. I have developed some minor techniques, rapid motion to strike like a serpent and horns for enduring armor and crushing attacks.