Eithne is partially relieved to spot some real vegetation—though she's still perplexed by the incredible degree of symmetry. 'Perhaps it's the influence of this place that, even if it hasn't completely suppressed nature, has nevertheless bound it to an extreme regularity...'
But when the Savage Wanderer finally notices that everyone here moves in lockstep with the incessant ticking coming from the enormous cogwheel in the middle of town, she is astonished: "All these poor creatures are conditioned to move" she can't help but mutter "not at their own pace... but to the forced rhythm dictated by a machine!?"
And to make sure she isn't influenced too, the Lone Survivor begins to imagine an ancient elven melody from her tribe in her mind and to dance to it to its natural rhythm—obviously different from the one that seems to govern the inhabitants' movements.
Faith is easily able to figure out the layout of the streets and the designations and finds a shop a little ways away. There is only a notation over the door etched with precision that says "Mecharcane Supplies". Inside is a fastidious gnome with sharply short trimmed white hair, wearing and rusted bold colored eyes. Faith would notice quickly that all of the items out on display are sized in pleasing proportions and stacked together in unusual quantities. They do have a diamond for sale, cut into a perfect cube.
Faith is surprised to find such an unusually shaped diamond, but the shape doesn't affect the spell, just the value. If it's a 300 gp diamond she'll buy it.
It will indeed work just fine, even as a cube! Purchased acquired (although if there's anything else you or anyone wants from the shop just say so) and Faith can make it back within a few minutes of Jessa getting to the front of the line to access the portal.
Jesa continues to wait as the others make it back from their successful shopping trip. She glances briefly at Eithne as she seems to dance to some unheard music. She very subtly shakes her head and keeps her thoughts to herself. She realizes as they get closer that she's supposed to say something about this place when the mimir does... whatever it is it will do. But she tries to organize her impressions into something brief and accurate. 'Fitting for this place,' she thinks with a small smile.
Before much longer you get to the front of the line with your approved papers to access the gate. The automaton guards around watch you as you approach, but do not interfere. When Jessa steps within a few feet, the mimir lights up again. "So, whaddya think of the place, sport?"
After Jessa records her thoughts, you can easily excuse yourselves to leave if you wish and either make another stop some place in Automata if you want, or head back out of the city and decide which gate town you'd like to visit next!
Jesa tells the mimir, "Automata is a place of exemplary order and beautiful symmetry. It is odd though that beneath it the Inverse is such a chaotic mess. Perhaps it is meant to provide a reflection of how soothing the order of the place is."
When completed, she asks the mimir. "Is there anything else we need to do here?" If not, she then suggests returning immediately to the iedcaru. "We should be on our way to the next stop."
The mimir blinks and beeps for a minute while Jessa relates her observations. When they're done, the mimir whirs some, "Hey whaddya know, it worked! Of course it worked! Ha! Alright champ, where we going next?"
(Nope, that will do! One gate town down! Just need to decide where to next! :) )
Faith does not know the area at all, and nothing about the other destinations, so she'll just go with whichever is picked by those who do know something.
"Well, I think Rigus and Excelsior are the nearest two. And in opposite directions. I'd guess Rigus is closest as Excelsior is back past Fortitude," Jesa says. "Rigus has a portal to Acheron. Just like Automata tends to true Lawful Neutral, Rigus tends to be between Lawful Neutral and Lawful Evil." She shakes her head, "Best we deal with these places first."
The Lone Survivor isn't thrilled at the prospect of more strictly regulated places—but she steels herself: she intends to do whatever it takes to put her life back on track... and take revenge on those who ruined it by massacring her entire tribe.
(FYI: Gatetowns are "near" each other only relatively, as the landscape of the Outlands is fluid and everchanging. This means that going "across" Outlands doesn't necessarily mean it is further than going to "the next town over". So you won't like, waste time by crisscrossing so to speak if you want!)
With a destination decided, you can all enter the Iedcaru and engage, starting the slow but steady trek toward the gatetown of Rigus. After an hour or so of traveling, an intense fog sweeps toward you, completely enveloping the tower. It does not seem to permeate the tower but wraps around it, not does it hinder the tower's movement. But moments after the fog arrives, you glimpse another tall, dark outline moving through the mists. But as soon as you look closer or head to an edge or balcony to get a better look, the silhouette vanishes into the mists, but you could swear it looked just like the tower you're traveling in now.
"Maybe..." Eithne shivers. "Or maybe it's just another traveling tower like ours. If we have one, maybe someone else has another."
But Faith's hypothesis (coming, among other things, from someone with experience in religion—and therefore potentially the afterlife) secretly unsettles the Lone Survivor, who finds herself thinking: 'Maybe there are also the shadows of my tribesmen? Maybe even the shadows of the women of my tribe whose souls haunt my head?' 'Don't be absurd, Eithne,' protest the Voices in her head (but the Savage Wanderer, who knows them well, senses that they too are uncomfortable with that hypothesis). 'We are here...' 'How could our shadows be somewhere else, far away from us?' 'Of course, but we don't actually have bodies anymore...' 'Well, then why should we have shadows?!'
"It is rather strange," Jesa says. "Perhaps we should keep an eye out so long as the fog persists, but I say we press on."
Before the commotion, she had gone back to the assortment of items that Esta's past companions had left behind after they had died and 'disappeared'. For some reason, she seems drawn to an ornate key made of bright copper. "This seems rather odd, wonder what it does?" she mumbles to whoever is at hand. Or to herself. She spends the time trying to figure out what it does. (OOC - I presume she can and it doesn't require attunement. Are there other specific things that were left behind? I'd already picked up the Portal Compass earlier - it should point to the portal back to Sigil, though Jesa would have no idea that was the last portal it went through!)
Eithne approaches, intrigued by Jesa's murmurings, but she can't offer much help: "If it's about magical objects, I'm afraid I can't be of much help... I'm not much of an expert in magic, unfortunately... except for having been the target of it in the past, apparently."
(OOC: I assume we can take a short rest during the time we traveled.)
Rogferr stands with Hypnos on his shoulder. With a simple request for his familiar to keep an eye open for anything Rogferr will turn to the group.
“Truth be told I am currently out of my depth. We are in a world where gravity can reverse. The Gods only know if there exists a fog that can play with the weave. I agree that we should continue but be prepared for anything.”
Esta, steps closer to the viewing pane to look out at the fog. "Does this seem like normal fog?"
She will walk over to the rest of the group, and looks over the group of items that she managed to gather from before. "I have no idea what the key does I'm afraid... no idea what significance, if any, these items had. They were just the things I could grab before leaving that place..."
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Eithne is partially relieved to spot some real vegetation—though she's still perplexed by the incredible degree of symmetry. 'Perhaps it's the influence of this place that, even if it hasn't completely suppressed nature, has nevertheless bound it to an extreme regularity...'
But when the Savage Wanderer finally notices that everyone here moves in lockstep with the incessant ticking coming from the enormous cogwheel in the middle of town, she is astonished: "All these poor creatures are conditioned to move" she can't help but mutter "not at their own pace... but to the forced rhythm dictated by a machine!?"
And to make sure she isn't influenced too, the Lone Survivor begins to imagine an ancient elven melody from her tribe in her mind and to dance to it to its natural rhythm—obviously different from the one that seems to govern the inhabitants' movements.
Faith is surprised to find such an unusually shaped diamond, but the shape doesn't affect the spell, just the value. If it's a 300 gp diamond she'll buy it.
It will indeed work just fine, even as a cube! Purchased acquired (although if there's anything else you or anyone wants from the shop just say so) and Faith can make it back within a few minutes of Jessa getting to the front of the line to access the portal.
Jesa continues to wait as the others make it back from their successful shopping trip. She glances briefly at Eithne as she seems to dance to some unheard music. She very subtly shakes her head and keeps her thoughts to herself. She realizes as they get closer that she's supposed to say something about this place when the mimir does... whatever it is it will do. But she tries to organize her impressions into something brief and accurate. 'Fitting for this place,' she thinks with a small smile.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
After purchasing the replacement diamond, Faith will rejoin the others.
Before much longer you get to the front of the line with your approved papers to access the gate. The automaton guards around watch you as you approach, but do not interfere. When Jessa steps within a few feet, the mimir lights up again. "So, whaddya think of the place, sport?"
After Jessa records her thoughts, you can easily excuse yourselves to leave if you wish and either make another stop some place in Automata if you want, or head back out of the city and decide which gate town you'd like to visit next!
Eithne breathes a sigh of relief when the task ends. This place really doesn't make her feel comfortable...
"Nothing keeps us here anymore, then, I suppose?" The Savage Wanderer seems quite eager to leave and continue the journey elsewhere.
Jesa tells the mimir, "Automata is a place of exemplary order and beautiful symmetry. It is odd though that beneath it the Inverse is such a chaotic mess. Perhaps it is meant to provide a reflection of how soothing the order of the place is."
When completed, she asks the mimir. "Is there anything else we need to do here?" If not, she then suggests returning immediately to the iedcaru. "We should be on our way to the next stop."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
The mimir blinks and beeps for a minute while Jessa relates her observations. When they're done, the mimir whirs some, "Hey whaddya know, it worked! Of course it worked! Ha! Alright champ, where we going next?"
(Nope, that will do! One gate town down! Just need to decide where to next! :) )
Faith does not know the area at all, and nothing about the other destinations, so she'll just go with whichever is picked by those who do know something.
"Well, I think Rigus and Excelsior are the nearest two. And in opposite directions. I'd guess Rigus is closest as Excelsior is back past Fortitude," Jesa says. "Rigus has a portal to Acheron. Just like Automata tends to true Lawful Neutral, Rigus tends to be between Lawful Neutral and Lawful Evil." She shakes her head, "Best we deal with these places first."
She looks around at the others, "Sound good?"
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Faith nods, "Sounds good to me."
Eithne confirms: "I'm with you."
The Lone Survivor isn't thrilled at the prospect of more strictly regulated places—but she steels herself: she intends to do whatever it takes to put her life back on track... and take revenge on those who ruined it by massacring her entire tribe.
(FYI: Gatetowns are "near" each other only relatively, as the landscape of the Outlands is fluid and everchanging. This means that going "across" Outlands doesn't necessarily mean it is further than going to "the next town over". So you won't like, waste time by crisscrossing so to speak if you want!)
With a destination decided, you can all enter the Iedcaru and engage, starting the slow but steady trek toward the gatetown of Rigus. After an hour or so of traveling, an intense fog sweeps toward you, completely enveloping the tower. It does not seem to permeate the tower but wraps around it, not does it hinder the tower's movement. But moments after the fog arrives, you glimpse another tall, dark outline moving through the mists. But as soon as you look closer or head to an edge or balcony to get a better look, the silhouette vanishes into the mists, but you could swear it looked just like the tower you're traveling in now.
Faith asks no one in particular, "Were we just seeing shadows of ourselves?"
"Maybe..." Eithne shivers. "Or maybe it's just another traveling tower like ours. If we have one, maybe someone else has another."
But Faith's hypothesis (coming, among other things, from someone with experience in religion—and therefore potentially the afterlife) secretly unsettles the Lone Survivor, who finds herself thinking: 'Maybe there are also the shadows of my tribesmen? Maybe even the shadows of the women of my tribe whose souls haunt my head?'
'Don't be absurd, Eithne,' protest the Voices in her head (but the Savage Wanderer, who knows them well, senses that they too are uncomfortable with that hypothesis). 'We are here...'
'How could our shadows be somewhere else, far away from us?'
'Of course, but we don't actually have bodies anymore...'
'Well, then why should we have shadows?!'
"It is rather strange," Jesa says. "Perhaps we should keep an eye out so long as the fog persists, but I say we press on."
Before the commotion, she had gone back to the assortment of items that Esta's past companions had left behind after they had died and 'disappeared'. For some reason, she seems drawn to an ornate key made of bright copper. "This seems rather odd, wonder what it does?" she mumbles to whoever is at hand. Or to herself. She spends the time trying to figure out what it does. (OOC - I presume she can and it doesn't require attunement. Are there other specific things that were left behind? I'd already picked up the Portal Compass earlier - it should point to the portal back to Sigil, though Jesa would have no idea that was the last portal it went through!)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Eithne approaches, intrigued by Jesa's murmurings, but she can't offer much help: "If it's about magical objects, I'm afraid I can't be of much help... I'm not much of an expert in magic, unfortunately... except for having been the target of it in the past, apparently."
(OOC: I assume we can take a short rest during the time we traveled.)
Rogferr stands with Hypnos on his shoulder. With a simple request for his familiar to keep an eye open for anything Rogferr will turn to the group.
“Truth be told I am currently out of my depth. We are in a world where gravity can reverse. The Gods only know if there exists a fog that can play with the weave. I agree that we should continue but be prepared for anything.”
Esta, steps closer to the viewing pane to look out at the fog. "Does this seem like normal fog?"
She will walk over to the rest of the group, and looks over the group of items that she managed to gather from before. "I have no idea what the key does I'm afraid... no idea what significance, if any, these items had. They were just the things I could grab before leaving that place..."