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Weiss isekais to Korvosa and meets Ileosa
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When she leaves the castle, the sun has set but the moon is out, and the city is aglow with lamps and streetlights. From the top of the ramp, she can see Jeggare Island just off the coast, barren and dark except for its understaffed fort; the newly-built luxury of South Shore with the Pantheon of the Many rising above the shops and townhouses, and then across the wall the cathedral of Pharasma standing as a bastion in the Gray. Beyond the city limits, the lights fade, and a pine forest stands a short distance away. 

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Yay, moon.

So. Magic charge options.

She's at maybe........ 650-700/1000 of the maximum she can comfortably hold? The numbers are made up anyway.

Expensive sweets and other nice foods- Call it about 10-20 per really nice meal? A good bonus but not really sustainable or efficient, when she can burn through hundreds in an intense fight.

Relaxing in the Woods Between- Maybe 1 or 2 per hour, good over a long rest but not for fast charging.

Hanging out in graveyards and otherworldly places tends to get her about five an hour.

Hanging out chilling with friends can be a pretty nice steady rate but she doesn't have her friends, here. And the 'go find a hookup' option just isn't one, actually, as far as she's concerned.

The moonlight dance really works much better; She can get 10 to 20 over an hour's dancing in her usual outfits, or 20 to 30 in a skimpy one- The phase of the moon can vary it that much as long as it's visible at all, but clouds disrupt it, and a totally new moon does too.

Except a nude moonlight dance is somehow much better, far more so than the additional skin would suggest. Thank you, Tamamo. Eyeroll. That's her mainstay for charging. It'll hit 75-100 an hour easy.

So. What are her options for acceptable privacy with a view of the sky... Empty dark parks and gardens? The woods outside the city? Both of those sound kind of... Dangerous. But she can set up alarm-ward illusions, and she's not exactly a soft target. Being attacked while naked is embarrassing as all hell but it's not like it's the end of the world.

 

She wends woods-ward via rooftop. Any convenient isolated/abandoned places along the way?

(Of course, she notes when the full moon is, out of habit. Her powers find themselves maximized, under it. Back home, at least.)

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There's little in the way of parkland to be found within the city limits. Any space that can have a tent or shack propped up on it is generally already in use. The main exception is Gray, but the patches of greenery and isolated unbuilt parts of the undead-haunted graveyard district have their own disadvantages. 

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Yeah, no, Silent Hill Medieval Edition or the actual woods, probably also creepy in some way: She chooses woodlands.

To the gate and out?

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There are guards on the gate, but word of Weiss has spread far enough that they don't give her any trouble about leaving.

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How creepy and cursed are the woods 1-10? She can handle anything up to about a 5 probably. Find a little clearing somewhere, set up her alarms, and get to her nice relaxing dance. It always centers her.

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To all appearances the woods are completely normal and unremarkable. They don't even have a name, let alone a local monster population to menace the city with. Her only company consists of rats, squirrels, and other ordinary woodland creatures.

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Oh good.

 

She'll spend several hours in mixed meditation, dance, and thought, feel her magic creep back up to a reassuring fullness, and then set an alarm and sleep in the Woods Between.

 

And then go back into the city sometime just before dawn?

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The morning dawns cool and wet. 

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The next watch of gate guards don't give her any trouble either. They do however greet her in Taldane, a language that she can no longer understand with her spell expired.

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Ah.

She manages to string together "buy share language taldane" from memory, for both the gate guard and the Coin Priests.

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With that problem resolved, she can head back to the south side of the city. Beneath the grand cathedral, carved with spiral patterns that recall seashells and galaxies and whirlpools, a Pharasmin priest is waiting for her party. 

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Oriana is the only other member to have arrived so early. She greets Weiss with a wave.

"Morning! Hey, uh, sorry about the - ears thing, yesterday."

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"Ears thing? -Ah, perish the thought, was nothing really. I'm used to worse."

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"Yeah, I know what it's like to be too eye-catching for your own good. Anyway."

An awkward silence stretches.

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"Oh it's worse when your species has baggage attached. It doesn't here, which is grand! So I won't be describing the baggage."

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"Right, noted." 

"Uh... What species is that? That you are, I mean." 

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"Share language wants 'kitsune' but that's not quite right. Maybe 'Tirran kitsune'? Oh, hello ma'am," she says to the person she doesn't recognize. "Coming with us on the necromancer hunt?"

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"No, we're busy enough as it is. Once you're all here, my job is to tell you what not to do if you want to get out of here alive and be allowed back in alive or dead."

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"-Alllright then. Oh, I should set a will with the Abadarans. After this."

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"Yes, you should," she says, a little less sharply. "Too many people live their whole lives without giving a thought to their ending and judgment."

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Sheeee should not blurt things out randomly even if she's tempted to retort.

Chair. Three chairs. And sits and starts going over Taldane vocabulary again.

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Oriana sits down with a grin. "That's got to be my new favorite spell." She's willing to help Weiss practice until the others arrive.

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They do so over the next twenty minutes, Tisharue then Caron then Vavana. 

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Seeing that they have all arrived, the priestess recounts the rules with unconcealed irritation at having to do so.

"This is meant to be a place of rest for the dead first and foremost. No pre-emptive attacks on the dead before they prove themselves unquiet. If you must test a corpse and don't have Deathwatch or Disrupt Undead, nudge them with a stick or a cantrip, don't chop their heads off for no reason. No grave-robbing, no matter that the occupant has just attacked you while wearing their finery, and absolutely no fireballs anywhere in the Warrens."

There's probably a story behind each of those. 

"If you have to flee, retreat to the main gate and fight with your backs against it, there are grates for us to channel through to you without compromising the defences. Don't go hammering at the door and expecting us to open up when you've got a horde chasing you. If the bell starts sounding ninefold tolls, that signals a reverse siege. The clerics on the walls will stop anyone trying to escape no matter how alive they look, so retreat to the gatehouse of the cathedral where the channels can help you."

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