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Post by Melissa on Jan 10, 2013 18:33:32 GMT -7
[OOC: Vehran's session summaries will be represented by communications with the spirit of his father. He does this in a private inn room, or if camping, he will hike out of hearing distance of anyone else at camp. His father doesn't always answer, but is presumed to be listening.
(If Vehran hasn't used his "Wisdom of the Ancestors" ability during the session of gameplay, he will use it here (if that's okay, of course.))]
Well father, it seems I've met with nothing but ill fortune since you've decided to haunt my every footstep. I traveled to Nybor, as you insisted I do, and was staying in my usual room at the Devil's Delight. Just a few nights into my stay, I was robbed, and by halfling, no less! I refuse to believe you had nothing to do with this; I wouldn't doubt if you left the window unlatched for him! I tracked the wretched fellow to Sandpoint, where I decided to go through the legal channels rather than hunt him down myself, as I was convinced you would somehow ruin that for me and get me caught. But perhaps I give you too much credit. In any case, a guard helped me find this "Leopold" halfling and I was able to recover the majority of my gold with little fuss. His mother offered me a free inn room, and the guard invited me to the local festival. Something about swallows? Perhaps butterflies? I have little care for such things, I am thinking of leaving town.
Father, you seem to have some uncanny way of determining the future. Do you advise that I stay for this festival?
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Post by Danny on Jan 10, 2013 18:47:56 GMT -7
[OOC: An interesting idea! It's totally okay to use Wisdom of the Ancestors here. At level 1, it functions as Augury, sooo...]
Vehran feels the sensation of the fine hairs on the back of his neck standing on end which he frequently associates with his father's attempts to interact with him in some way.
A spectral voice with a hint of petulance to it that Vehran may or may not be imagining utters a single word, "Weal."
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Post by Melissa on Jan 17, 2013 14:11:59 GMT -7
It seems that, despite the ill luck you've brought me, you have kept your word in granting me power. It pains me to say this, Father, but... thank you.
I went to this "Swallowtail Festival," skeptical that you'd sent me on a fool's errand, but it appears you did have some real motive behind it. Goblins attacked, but I made quick work of them. A small group of others attempted to fight as well, some more successful than others. There were five of them, quite an odd bunch, the most peculiar among them a mermaid. I have no idea what she's doing ashore, but she seemed intent on joining the fray. There was a half-drow, ace with a bow and skillful enough with her gigantic hammer. There were also three humans - a Varisian dancing girl who was rather successful at bolstering our fighting spirit; a strange and foolhardy fellow from Nidal who continually proclaimed he was "The Devil" and kicked people; and a Keleshite fighting woman who threw stones at the enemy. Most of them seem versed well enough in fighting technique, but their overconfidence saw the majority of them wounded in the end. They clearly have training, but likely lack experience. I used your power to heal some of them and made a bit of gold from it... but I had not anticipated that you would make a visible appearance when using these abilities. I think you may have spooked some of them.
After the goblin hunt, we spoke to the sheriff. I warned him that the goblin attack seemed too random and was likely a distraction, and should he want it investigated I was for hire. Sure enough, the local priest approached us later that night and asked us to investigate a grave robbery, where it seems the bones of his predecessor were stolen by a necromancer. We were attacked by a few animated skeletons in his crypt, where the fighting woman unexpectedly unleashed a burst of divine energy. I managed to resist the worst of its effects, but I fear they now suspect my true nature. Perhaps it is not so unlucky they could see you when I used your power... perhaps they will simply think me possessed. Luckily the woman wants her powers kept a secret, and I've agreed to keep her secret so long as she keeps mine. I tend to lose companions when they learn the truth of my parentage, and though I prefer working alone on smaller jobs, it is difficult to fight hoards of goblins by oneself.
There seems to be some dissent among the group as to what to do next; whether we should investigate how the goblins got into the city, or if we should try to track down the grave-robbing necromancer. Of course, I will do whichever I am paid most to do, but failing that I am inclined to cut to the chase and go after the grave-robbers, and let the town constabulatory deal with its own lax security. We are more likely to fetch a bounty from bringing in a real "villain" rather than weak links or spies in local government; in my experience, administration tends to hem and haw on decisions or convictions involving its own members.
Father, if we try to follow this grave robber instead of investigating the security at the festival, will we meet with weal or woe?
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Post by Danny on Jan 17, 2013 19:24:00 GMT -7
Briefly, a spectral figure flickers into existence. A glare on his face and his arms folded impatiently, he quickly says, "Weal!" As quick as he arrived, he vanishes into mist and then nothingness.
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Post by Melissa on Jan 28, 2013 17:17:57 GMT -7
Ah, but humans are such a bother!
The nobility in particular seem to forget the brevity of the human lifespan, and are content to while away the hours with one frivolity after another. They try even the patience of those of us with a longer view of time! Lord Foxglove (and I use the term "Lord" loosely) insisted we "town heroes" waste the better part of a day indulging him in various activities before giving us the gold promised as a reward for saving the town. The gold turned out to be a laughably small amount, but I must keep reminding myself that these are provincial folk, not the well-to-do that I was accustomed to taking bounties from in the past. In that way, it is a shame all my regular clientele has died out. Now I must resort to practically begging from small-town nobility.
The meal he forced us to attend was interrupted when a woman came crying to us to rescue her fool husband, who'd tried to fight a goblin alone and had his face eaten for his trouble. We dealt with the goblin without much trouble, save the Keleshite fighting woman, who'd also gone in to face the goblin alone and nearly met the same fate as that "Allerghast" fellow. Really, what kind of a name is that? It sounds horrid. There was also some scandal having to do with the Tian woman who runs the Rusty Dragon; apparently she's gone missing, and a note was found implicating her father, though really most of us suspect her brother was the culprit. The whole thing is getting rather exhausting, but sheriff Hemlock has tasked the "heroes" with guarding the town while he's gone, with the promise of reward, so it's my hope that dealing with all of these trivial dramas will be worth my while.
...I almost forgot. Before all of this, a young girl, perhaps in her teens, attempted to seduce me! The daughter of the owner of Sandpoint's general store lured me to her cellar under the pretense of hiring me to clear out a rat infestation. When I entered the cellar, she tried to force herself on me! Her father, showing the impeccably bad timing befitting such a situation, arrived at just that moment and accused me of all manner of lecherous deeds. He was unwilling to think that his beloved little flower of a daughter could possibly have instigated the scene. Luckily I was able to duck his blows with ease and flee the premises, locking the both of them in the cellar behind me. They'll not starve - the cellar of a general store is do doubt full of food and supplies - but they'll certainly not be happy when they free themselves. I suppose I shall have to deal with him eventually.
I have nothing to ask of you this evening, Father, but wanted to keep you aware of my progress... no doubt you grow weary of my stories, but it is you who sent me this way, so you'll just have to bear with it until I find this missing relic of yours.
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Post by Melissa on Feb 3, 2013 22:36:21 GMT -7
Words cannot express the depth of my shame and humiliation at being felled in battle in front of my new traveling companions.
My memory is still a bit muddled, but I came to in the fighting woman's room... Ash, I believe her name was. I owe her that, at the least; remembering her name. I am grateful - and a bit surprised - that they did not leave me to die after discovering that they could not heal me with divine means. I will have to start showing them all a bit more respect now, I suppose. Here is what I remember of the past few days' events:
We went to the glassworks to puzzle out what had become of Ameiko, and found the place crawling with goblins and the workers all dead. We cleared out the goblin infestation and discovered the source of it, as well. It was Ameiko's half brother, some dandy little half-elf, all upset because he'd been treated poorly, being a half-breed bastard child. Oh cry me a river, you pathetic little whelp. I haven't been so tempted to drink the blood of man in a *very* long time, but the presence of my companions kept me in check. Not that he didn't deserve it, but I was still reluctant to show my true nature. Better to wait until we are too deeply involved in our adventures, and too dependent upon one another to let such things drive us apart.
After a bit of interrogation, we discovered that the whelp had planned both the goblin raid and the grave robbery with some half-aasimar, who was also fixated on the plight of her heritage; rather than embrace the power it brought her, she was determined to rid herself of it and gain power her own way. I cannot understand this fierce need for making a name for oneself, even if it means abandoning the power already within. Apparently she had found some way of gaining demonic power and renouncing her heritage, and we found a rough outline of her plans in the whelp's journal. They spoke of smuggling tunnels beneath the glassworks, which they used to sneak in the goblins, and of plans for another raid on Sandpoint, this time on a massive scale. After turning the whelp in to the local authorities, we took it upon ourselves to explore these tunnels and attempt to find the enemy's home base.
The tunnels were a tedious affair, and after much exploration and backtracking, we found what we were looking for. My memory becomes a bit fuzzy here; we fought some terrible pale creatures, abominations the likes of which you'd expect to find near the Gallowspire, all twisted and horrible, but somehow sentient enough to wield polearms. Ash fell when fighting them, and I expended my magics in healing her. The thought flashed through my mind that perhaps we should stop and rest before moving forward, regain our energy and fortify our defenses, but in the end my overconfidence won out and it was, as ever, my undoing.
We then encountered a huge, twisted, three-armed goblin, and I remember very little. It spat acid and overran me, hitting with the force of a landslide, and then all went black. I suppose we must have won, for then I was fading in and out of consciousness, being wheeled back through the tunnels with the mermaid. Coral is quite a good sport for sharing her wheelbarrow, I shall have to remember to thank her.
After I regained my senses in Ash's room, I had enough energy to heal myself fully with harm spells, but after that effort I fell unconscious again. By my estimation, I've been around two days recovering. Oddly enough, I do feel stronger after waking, as though my near-death experience has galvanized me somehow... or perhaps it is just you, Father, not trusting my ability to keep myself alive and granting me more power. In any case, more strength is welcome, if not entirely deserved.
I am utterly appalled at the weakness I have shown in front of these people, and my poor judgment of the situation as a whole. I will not be caught so unprepared again, nor so willing to charge into a fight with nothing but luck left to rely on. I will continue to heal my companions, but not at the expense of the spells it would take to repair myself, as I am the only one capable of it to my knowledge.
My question this eve pertains to you, in a way, Father. I have been struggling with the dilemma of whether or not to reveal my heritage to my companions, and to people in general. There was a day when the word "Svetocher" struck fear and hatred into the hearts of mortal men, which makes me hesitant, but I'm not sure if this is still the case. So many things have changed with the short-lived races, and they seem ever more tolerant than when I first left Ustalav and struck out on my own. If I were to be more open about what I truly am, would I meet with weal or woe?
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Post by Danny on Feb 11, 2013 16:05:10 GMT -7
((OOC: Informed you of this at a session, but here's the official scene!))
A chilling presence and then a voice, "Weal." It appears to be done speaking, but just as Vehran is about to respond it finishes, "...and Woe."
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Post by Melissa on Feb 11, 2013 16:55:38 GMT -7
While everyone is writing in their various journals or scrolls, Vehran finds a dark corner in which he can speak with his father's spirit as inconspicuously as possible.
I don't have much time, and I must be discreet; my companions and I have barred the doors and are hiding in what appears to be a cathedral beneath the goblin stronghold of Thistletop. We have just defeated a pair of Yeth hounds, of all things, and sustained heavy casualties. The hounds have raised the alarm in the entire compound, and we're sure to be overrun at any moment. Oddly, most of my companions have taken the time to begin writing! It seems highly inappropriate, but perhaps they are making out their wills? In any case, I thought it wise to take the opportunity to seek out your wisdom.
We traveled back to the glassworks to continue our search of the tunnels beneath it, but this time we went prepared, with new weapons, equipment, and a wand of healing. After an exhaustive search we found a Quazit and dispatched of her handily. I regret that I fell prey to her Fear spell... you are supposed to bolster me against such things, but even so, it overcame my defenses. When the effect wore off, I was overcome by a fury I have not felt in an age! How dare she use such a cheap coward's trick! I was able to return and help finish her off, but the anger... >he glances toward the others in the room.< We shall speak of that another time.
From there we found our way to the Thistletop lair. Outwitting the goblins proved easy enough, and we were able to sneak through their outer defenses and find our way to the lower floors of their hideout quickly. We encountered a wizard girl, whom we were able to take by surprise and disarm before she could alert her goblin friends. We left her alive, which makes me uneasy... it is the sort of mercy that our enemies would certainly not think to show us, and an enemy left alive is an enemy left to strike back at us later.
The wisdom I ask from you this day, Edvarius, is this: If we continue to show mercy to our foes - even the less sinister of them - and let them live, will we meet with weal or woe?
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Post by Melissa on Feb 12, 2013 13:54:51 GMT -7
We are still in this godforsaken goblin pit, and still alive somehow. When the alarm was raised by the Yeth hounds, it seems that the inhabitants of this place chose to fortify their defenses and wait for us rather than mount an offensive, so after a tense period of waiting, we continued to explore.
Goblin construction is possibly the most maddening and frustrating thing I've encountered in Varisia; every door leads to more doors! There seems almost an extra-planar amount of space in this wretched hideout, with the number of doors we've found! As fortune would have it, we found a mercenary behind one of these doors, and Coral offered him an obscene amount of gold to join us rather than kill us, and he readily agreed. His main interest seems to be in the wizard girl we failed to kill, and in returning to his home of Riddleport, but he was not averse to joining us in the meantime.
Upon further exploration, we stumbled upon a hideous creature that Xenvia told us was a "Tentamort" or something, some sort of abberation normally found in the darklands, I assume. The mercenary killed it with ease (how powerful he must be!), but not before it dealt a crippling blow to Zeldana, the dancing girl, weakening her body with poison. Based on the bodies we found in the thing's lair, the poison seems meant to liquefy one's insides so that the creature can drain them out, much like a common spider. It is a wonder that Zeldana survived it, though it proved to be her too much for her in the end.
To appease our new mercenary friend, who had already proven himself invaluable, we went back to check on the wizard girl we'd incapacitated earlier. He wanted to convince her to join us, though Morvius and I had our doubts; we suspected she would betray us without a second thought, so we're holding her spellbook as collateral until we've escaped Thistletop. Once we're out, I'm sure we'll have to count her among our enemies again, but for now we have an uneasy alliance.
Proceeding further into the goblin pit, we came upon a vicious trap, which proved too complex to disarm completely. Zeldana and Xenvia managed to break it and temporarily disable it, but not before Zeldana was again wounded. Her frail state became all too clear, then; the poison had done its work, and it didn't take much to knock her unconscious, but even after being rescued from the pit she insisted on continuing with us. It was brave of her, though foolhardy.
Just past the trap we found the half-aasimar woman (Numina?) with another Yeth hound. They had been waiting for us, and she was well prepared. The fight was the definition of chaos, with so many crammed into so small a space. It was a close thing, but we killed the half-aasimar, though not before she took down Zeldana. But luck was with us and the aasimar woman had a scroll capable of reviving one person from death... no matter that I use it myself, the power of magic is something I feel I may never understand... which is why I have such high hopes for this relic of yours.
While a number of us had been fighting the half-aasimar and the Yeth hound, the bugbear we'd heard rumor of attacked from the rear, intent on taking out Xenvia; apparently he had a thing for murdering elves. When it became clear he was outmatched, he tried to surrender, but remembering your counsel on showing too much mercy, I answered his surrender by running him through with my spear. Our mercenary friend was worth sparing, but I could see no such benefit from staying my hand against such a beast.
Now we have barricaded ourselves in the small chamber where we killed the half-aasimar, and re-activated the trap as a defense so that some of us may rest. Some are intent on exploring the crypts and finding some legendary "whispering" beast, and some are insistent on leaving as soon as possible, but either way there is sure to be more fighting, and we won't survive without taking the time to gather our strength. And though I have tried to wait until most of my companions have gone to sleep, there are still a few awake and on watch who can hear me speaking to you now... I'm afraid I will finally have to explain you to them when I wake.
For now, though, I worry about our next course of action. My companions are overwhelmingly tempted to go after what appears to be a cursed pillar of coin in the next room, but I'm skeptical of the type of fortune it may bring. Father, if we pursue this strange treasure, will we bring weal or woe upon ourselves?
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Post by Danny on Feb 12, 2013 14:56:51 GMT -7
The spectral figure of Edvardius appears. He speaks a single word, "weal," and fades away, chuckling to himself or possibly at Vehran.
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Post by Melissa on Feb 24, 2013 16:04:50 GMT -7
Well Father, I am happy to say that we are finally done with that goblin hellhole. We did proceed further into the place before leaving, which I found a foolish decision... not so much for me as for those like Zeldana, who had already been weakened substantially by the ordeal. I suppose this is due to their inexperience. They are not used to thinking tactically as a group, and are still viewing situations from only a single perspective. When one of them feels strong, they want to take on the world, regardless of the condition of their companions. Time will teach them the value of the old proverb, "a chain is only as strong as its weakest link."
We investigated the catacombs, first, where uneasy shadows were determined to bring us to an early grave. I kept Zeldana company outside the room while Ash unleashed more of her divine energy to destroy them. She has been gracious in warning me to keep clear when she does this, but still I fear it could be a problem in the future. We pressed on further, and found a cavern with a passage out to the sea. We debated leaving, but upon further consideration realized that we had no idea where it would let out in relation to the island... and also that the island itself was elevated, its walls cliff-like, and we'd have a difficult climb to get back on land. We were then attacked by the largest hermit crab I've ever seen, using the helm of a giant for its shell! Our mercenary friend proved his worth once again, fighting it bravely and taking the beast down.
Behind the pillar of cursed gold (which was actually a carved pillar made to look as such), we found a chamber with the image of an ancient Thassalonian ruler delivering what appeared to be his last great speech. Despite understanding the language, I couldn't make a great amount of sense out of it because it was a small fragment of a longer speech, repeating indefinitely. Whatever magics were used to set the illusion going must be slowly decaying; someday, it will cease altogether.
Nearby, we found a chamber that appeared to be empty, but once most of us had entered it, a great beast appeared from nowhere and attacked! We presume this was what legend had called "the Whispering Beast," as even the great strength of our mercenary friend could not wound the thing (though I would guess the Whispering actually referred to the illusion playing in the room opposite). We had already gathered what treasure we could find in the room, so there was no point in getting ourselves killed trying to fight the thing. We promptly fled and locked the beast back in its prison.
Most of the group was dead set on taking out the goblin king, so we made our way back to the first floor where he was known to reside. Morvius took possession of the warhorse we had seen trapped there on our way in, and proved to be most impressive in battle. We should have bought the man a horse sooner! He trampled the goblin guards in short order, and the king surrendered.
Much to my dismay, the majority of my companions insisted on taking the filthy thing alive! I simply can't approve of the merciful nature of some of them; our enemies certainly wouldn't show the same consideration to us! It was bad enough when we were sparing humans, but at least they can be useful, as our mercenary friend has proven. But a goblin?? Even the guards at the Sandpoint jail looked at us as though we'd gone mad when we handed it over!
And speaking of being too merciful, they also let the mage girl leave alive, AND with her spellbook! That one is certain to come back to bite us the moment that Tsuto is transferred to Magnimar for his trial. We have agreed to guard his escort on the way there, since we all agree she is likely to try to free him. I just don't understand why they would have spared her life and ARMED her, for Pharasma's sake, if they were all so certain she'd be coming back to fight us!
They will not stop me from killing her if she dares to fight us again.
While we wait for arrangements to be made to transport the prisoner, I will gather my strength. Raiding the goblin lair showed me just how weak I'd become since last I did any adventuring, so I aim to remedy that. And, given the opportunity, perhaps I will visit that store owner's daughter, after all... My craving for blood nags at me, more than it has in a decade, and perhaps it will teach the little trollop not to try to jump into bed with every handsome stranger that wanders into town. I wouldn't kill her, of course, I have more sense than that... but it could be a startling lesson for her, and a pleasurable indulgence for me.
Father, if I attempt this clandestine visit and taste her blood, will I meet with weal or woe?
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Post by Danny on Feb 24, 2013 23:26:02 GMT -7
An eerie disembodied voice responds gleefully and quickly, "Woe!"
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Post by Melissa on Mar 2, 2013 17:47:50 GMT -7
Well, Father, since you insisted that visiting the grocer's daughter would bring me woe, I haven't done it. You were most likely right about that; it seems there is a rumor going about town that she still pines for me, and if it's so well-known that they're speaking of it in taverns, surely her father is keeping a watchful eye on her and I would have brought his wrath down upon me.... again. My plans being foiled, I was forced to spend my days of down time with my adventuring companions. The mercenary we hired, Orik, tried to talk us into going to his hometown of Riddleport to clear his name in a legal matter involving the murder of an alchemist over an ineffective love potion, but being that he actually *is* guilty of the crime, clearing his name would be difficult. Morvius and I offered to assassinate the alchemist's brother, who was the one pressing charges, but he wasn't interested... he is damned determined to be alleviated of his guilt in this offense, and short of wiping the memories of all involved with the crime, it seems impossible. Not to mention, the more goodly aligned of us were not interested in helping him at all after hearing of his crime, so he departed for Riddleport alone.
Deciding that moving Tsuto to Magnimar would be too dangerous, Magnimar is sending a magistrate here to Sandpoint to preside over Tsuto's trial. We've been asked to testify against him, so we have to stay in town. Waiting for the trial, we took a job from the local jeweler's wife, who insisted her attic was haunted. With nothing else to do, we investigated and found that she did, indeed, have a ghost problem, though I would hardly call it a haunting. An "attic whisperer" had found its way there, perhaps from a neighboring household, and it was moving things about. The shade of a poor neglected child, we put her out of her misery as quickly as we could and collected our reward... though it seems a piece they couldn't get rid of anyway, and that we can't sell for its full value in this pissant town anyway. I am exasperated with this place! I thought we'd be on our way to Magnimar and done with it by now, but no such luck. After this damned trial, I will insist that we move on. We have done everything of interest that this place has to offer, and emptied its coffers quite thoroughly. When the shops can't even keep up with the amount of gold we have to spend, it is truly time to leave!
Well, I suppose I should ask a question and take advantage of your "wisdom." If we testify at this trial, will we meet with weal or woe?
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Post by Danny on Mar 3, 2013 10:27:06 GMT -7
"Weal" replies the ghostly whisper.
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Post by Melissa on Mar 11, 2013 1:26:51 GMT -7
Ahhh, the blood, how it revitalizes me! Like waking up from a sleep of ten years! I took my revenge on the whelp and the wizard girl, and it was glorious! They attacked in the midst of the trial the town was holding for the whelp. The wizard girl fireballed the courthouse in an attempt to free the whelp. Our weapons had been taken, but we still fought. Ash healed those who'd been incapacitated, while Zeldana ran for the weapons. Morvius attempted to fight the whelp one-on-one in some fool monk's duel, but was nearly killed for it. Coral used her strange merfolk magic, but was also brought to the brink of death. In the chaos, the magistrate sentenced the two of them to death for their crimes, so when Ash grappled the wizard girl I seized my opportunity.
Ah, but her blood sings in my veins! I startled Ash and she dropped the girl, but I caught her and rendered her unconscious by flooding her with negative energy, and then drained her blood until she had died. So much blood, and after so long! I know I frightened my traveling companions, but it had been too long and I do not regret my decision. Mine was not the only secret revealed this day, after all. Ash admitted to being a cleric of a deity of secrets, and Coral revealed that her real name is Delphina; I'm sure there is much we still don't know about each other. Perhaps I showed the least tact in revealing the truth about myself, but I seem to have proven myself too valuable a companion for them to turn against me. Regardless of my methods, the girl had been sentenced to death. I simply carried out that sentence in the way I found most satisfying.
Their reactions were about as expected. Coral was curious, Xenvia reserved, and Morvius was perhaps the most amusing. He was greatly relieved by the thought that it was my race and not superior training that made me stronger than he. The two more goodly aligned of them were revolted, and Ash outright called me a monster. Humans, thinking that anything that preys on them is monstrous... in the throes of my bloodlust, I could only grin and agree. I far prefer being a monster, and not buying into the delusion that I'm some hero. Money, justice, blood... we each have our reasons, but our actions are the same. In the end we're all killers.
Of course, the whole thing led to their interrogating me like a captured spy, not that I'm surprised. The whole affair was quite rude, and they demanded all manner of personal information from me. I don't demand to know about their lives and their secrets. Why is Ash afraid of dragons? What's a mermaid doing on the surface? Or someone of drow blood, for that matter? Why does Zeldana speak of her family in such a forlorn manner? It's none of my business. I respect their privacy, and defend them and even heal them in battle, and this is the way they treat me? Yes, I'm the monster. Fear me, I respect your boundaries.
After the mess at the courthouse was cleaned up, we made our way to the garrison to speak with Sheriff Hemlock. We were deputized, which made Morvius quite pleased, and then put on the trail of some murderer. It looks as though I'll be in this awful town longer than I expected... at least there weren't a great deal of witnesses at the courthouse by the time I bared my fangs. To look into these murders, the sheriff had us question a young man who'd come across the grisly aftermath of one of the crimes. I daresay his interrogation was less grueling than mine at the hands of my "friends."
We agreed to keep him in jail to protect him from this killer, and in return got what information he had. I must say, I am glad of the counsel you gave me not to visit the shopkeeper's daughter. It was the other of his girls that was found murdered at the saw mill, and had I made that visit and taken her blood, I would now be at the top of the suspect list. We made a list of locations to investigate, two of which are actually out of town, so that will be a welcome trip... even if one of the locations is an insane asylum.
For tonight, though, I wouldn't mind staying in town... The fire in that wizard girl's blood has awakened other passions in me that I have not indulged in for nearly as long a time. Normally I would shudder to think of the type of courtship a backwater town like this has to offer, but the game of seduction sounds like a welcome diversion for the first time in ages. How gratifying it is to see humans, thinking themselves so superior, wrapped around my finger and begging for any attention I deign to pay them. Times like these, I long for the ability of the true vampire to achieve total domination over the feeble human mind... now *that* is power. But until I find that relic of yours, I shall have to rely on my own charm. I don't know that we'll have the time to spare, but I shall keep a lookout for the opportunity.
I suppose it's too late to do much about it now, but it's best to be prepared... Father, will that display of mine at the courthouse bring me weal or woe from the townspeople?
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