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PostPosted: Fri Dec 30, 2005 8:14 pm    Post subject: Heroes Never Panic Reply with quote

WARNING! If the story hasn't yet become violent Mad , gory Surprised , and otherwise extremely distasteful Razz , it will soon enough.



Story Summary:

"Heroes Never Panic"

In dark times of war, a terrible abomination spreads throughout civilization forcing humanity to fight or die. Cities become fortresses and those with the courage to face the undead become heroes. Captain Taggert, formerly of the Imperial Army of Cassia, stripped of rank and purpose, seeks a new role in life as a Slayer in his own quest for heroism. He must face mortal peril and his own fear as he is constantly reminded of the words of his father that insist that heroes can never afford to panic.


Chapter Summaries:

Chapter One: May 1811. Captain John Taggert is discharged from military service for insubordination (refusing to set fire to an enemy city). He has to make a new life for himself, so he decides to use his military knowledge to become a "Slayer".

Chapter Two: Before Taggert can depart for Tiersley to begin slaying, Gregory Manning, a soldier that served the captain, deserts his post and joins him. If Manning is caught, he might even be executed. Taggert must try to smuggle his comrade to Tiersley.

Chapter Three: Close calls with Military Enforcers (M.E.'s) make Taggert and Manning nervous, so when they meet a slayer named "Savage Hal", they are happy to purchase badges from him that seem to be real slayer's badges. It's illegal, but it should make it easier to get past the authorities, and allow them to carry the weapons they also bought from Hal.

Chapter Four: Savage Hal's tone becomes threatening as they near Tiersley. He wants the captain and Manning to join his slayer gang called the "Gravediggers", and it doesn't look like he'll take no for an answer, but he's expecting to take half of everything they make for slaying. Blackmail isn't a game the captain likes to play, but now he must deal with the Gravediggers.

Chapter Five: The captain is finally in Tiersley... a dark and immense city with terrible foreboding. He discovers his savings are inaccessible and his money is very low. Additionally, he doesn't know how to slay, and there's no friendly faces anywhere to ask. Joining a crew looks inviting, but who? The infamous Skulls? The blackmailing Gravediggers? Some random group? Or should they try to remain independent? Very difficult decisions to make without information. They try a tavern in the Tackers District.

Chapter Six: Cyril, an unusually well informed barmaid, offers information for a price and with the last of the money brings the captain up to speed. Gangs control the slaying scene, especially the Skulls. Gang wars between the Skulls and other groups is widespread. The Skulls, with a sanction from the city and a strangle hold on many recruitments, are winning. The Crossbones gang continues to bring in members, but need much more to turn the tide. The Red Sun Clan and Executioners avoid confrontation by trolling the Sullen River, but they’re disappearing left and right and for few rewards. And the Warders are struggling to keep any members at all (but rumored to be sympathetic to military deserters). And the Gravediggers somehow remain neutral, but still expect a lot of its members. The captain leaves the city to see the undead for himself, and discovers they are very stubborn and swarm quickly. A crew of slayers would make fighting a lot easier to survive, but every choice has a drawback.

Chapter Seven: Taggert chooses the Warders, a group comprised mostly of ex-military. They have a hideout at an old tavern called "The Broken Drum". If he can answer a riddle that only someone with military knowledge could answer, he might be accepted.

Chapter Eight: The Captain answers correctly, and impresses the leader of the Warders, James 'The Admiral' Haymen. He is introduced to the others and given a bunk. Some of their names include Steven Billings, Sergeant Elden Callahan, "Bootless" Jerrick Dagmar, Rob Davison, and Stanimir (a large and dangerous former Crossbones member who immediately takes a disliking to the Captain (and vice versa)). Then the Captain is informed that they do all their slaying in the murky night and he must decide how eager he is to join the Warders.

END OF PART ONE

PART TWO
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Last edited by Lebrenth on Mon Aug 30, 2010 8:06 pm; edited 20 times in total
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PostPosted: Fri Dec 30, 2005 9:19 pm    Post subject: Reply with quote

Interesting start. I'm voting for going home and thinking about pursuing a more peaceful ocputation. We could use a break but who knows... We might be carried back to the battle sometime in the future.
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PostPosted: Fri Dec 30, 2005 11:10 pm    Post subject: Reply with quote

The Slayer job sounds interesting! Go for that!

Nice start! Very Happy Welcome to IF Lebby!
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PostPosted: Sat Dec 31, 2005 12:35 am    Post subject: Reply with quote

Great start!

I think 'Slayer' too. Rest will only result in a deepening depression. He needs to do something to restore some of his self-esteem. Go Slay! Cool
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PostPosted: Sun Jan 01, 2006 6:20 am    Post subject: Reply with quote

Nice start.
I voted for the slayer thing. He needs something that mantain his mind out of this bad thoughts.
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PostPosted: Sun Jan 01, 2006 10:49 am    Post subject: Reply with quote

Thanks everyone! I'm so impressed with how you all keep up with the stories! Makes a guy feel welcome.

... Could someone recommend a length of time I should wait before posting new chapters? ... Nevermind, I'll figure it out. There's a nice majority right now anyway. Time to get used to these polls!

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PostPosted: Sun Jan 01, 2006 12:39 pm    Post subject: Reply with quote

Heroes Never Panic (Chapter One)

May 13, 1811. Thurman Station in Brennig, Carthia.

Your belly grumbles as you wait for the train to arrive, but you don't pay attention to it. You have too many things on your mind and you'd rather board the train as soon as possible so you can start forgetting about them. Nothing could be worse than just standing here under the dim lamppost as little pieces of ash collect on your torn uniform. There is nothing to distract you and everything to remind you of your shame. And though you try to tell yourself it was all just cruel fate and there was nothing you could have done, 'The General' won't let you go. You can hear his words as though he stood two feet from you, drilling you like a recruit,

"Good men live and die, but heroes never panic!"

You've heard it all your life, you don't know why he needed to remind you so often. Even when he bounced you on his knee and 'The General' was just a captain, he pounded his motto into you. You touch the torn shoulder loop with your hand where your own captain's insignia used to be. There's no doubt that The General forced you into military in the beginning, but you grew to love it somehow. It was your comrades... the men who served with you, and under you. You pray to God they'll get a competent commander in your place. You could recite the name of every man you've ever served with, but especially your soldiers, your crew of fearless warriors. They were more than family to you. And you've let them down.

You brush off the ash and pull yourself together. You ignore the yelling in your ear and tell yourself there was nothing you could do.... The ash falls like snow at times when the wind is right. That's other people's lives falling on you now. The ash coating your hand me well be the remains of an entire family. And that's your fault too. You had your cards, whether they looked bad or not, you didn't have to fold in the middle of the game. Their lives are literally on your hands; you can't just brush them off. And with or without you, the war will go on. One confused captain won't stop the fires from burning, the fires he helped start. You're lucky your insubordination didn't get you in worse trouble than this.... Maybe The General had his hand in the trial too.

The train, like a lurking dragon, huffs into the station and hisses in front of you. The porters open the doors and the time has come to commit to a decision.

If you stay, maybe The General can shake a few hands and have you reinstated... maybe. The whole world is open to you, but where do you go? You could go to your old home... you've earned a rest at least. Or you could use your skills for something more noble... something that doesn't require burning people out of their homes. You could become a freelance slayer in Tiersley and fight to help people instead. You've heard terrible things about slayers, but what could be wrong with destroying such unholy abominations?

The porter looks at you impatiently and you can hear The General yelling his motto even louder. ... It is time....
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PostPosted: Sun Jan 01, 2006 12:40 pm    Post subject: Reply with quote

Chapter Two, Heroes Never Panic.

You grab your bag and step forward, but just as the porter reaches out his hand:

"SIR! Captain Taggert!"

A figure runs across the platform. You recognized his voice. You meet up with him quickly and talk lowly.

"Manning? What are you doing here?!"

"Sir, I'm coming with you."

He's out of breath, and it isn't just a little jog that's cramping his side. He's been running a long time.

"Manning, this is desertion. They won't even bother with a trial!"

"I know sir."

You've always watched out for Private Gregory Manning. His narrow face, wild brown hair and his green eyes make him look so much like your younger brother Warren, you couldn't help feeling protective. There's no doubt they already know he's gone.

"I'm going to Tiersley, Manning."

"Very good sir."

"Are you sure?"

"Yes sir, very sure. Thank you Captain."

"I'm not a captain anymore. Now try not to make a spectacle of yourself. You're a wanted man now."


You can't believe this boy. Why has he done this? It's good to have someone with you, but this will make things a lot more difficult. You buy the first tickets out of Brennig. It doesn't matter where you go as long as you get out before the military enforcers find Manning. Fortunately the train is heading north, well on the way to Tiersley.

"Miss your train?" the ticketmaster asks. He recognizes you. You nod and ask for two to Haulsted. "Two tickets this time?" he asks. You nod again and walk away with the tickets. The station starts feeling a lot warmer. Two officers with the gilded helmets of the M.E. enter the front doors. You hide behind a pillar and watch them go to the ticketmaster.... They talk... you left your pistol and your saber outside with Manning, but you ask yourself if you're prepared to fight them. Perhaps there's still a way to get Manning to go back without trouble.... Too much of a gamble. The ticketmaster shakes his head and they turn back.

You go outside. Manning is where you left him, only now he's huddled in the dark corner, asleep with the pistol in his lap.

"Wake up, Manning," you say gently so you don't startle him with his pistol. "You have to get out of that uniform."

Both of you need to get out of uniform. You don't have much civilian clothes, but enough for now. They're wrinkled and too baggy on Manning. He looks under dressed... no jacket or hat... and you both still have soldier's boots. It will have to do.

In an hour the train comes, but this time two more passengers get on after you; officers, though they're not M.E.'s. You sit in different cars, keeping Manning farthest from the aisle. The train rolls out and Manning falls asleep again with his face pressed against the window. The porter passes by without suspicion and you relax.

The journey is calm, but you still can't sleep. You just don't feel tired enough. A half hour later, the train stops in Felma, one last stop to go. Manning sleeps through it, but you see you've taken on extra passengers, and you're very glad you didn't sleep.

"Sirs, can I please see your papers?" the two M.E.'s ask. Naturally, the passengers at the head of the car willingly show their identification, and the M.E.'s move down.

... If you move now, they'll notice you, but if you hold still, they'll ask for your papers. You'd be fine, but what can you do about Manning? They probably receive a list through telegraph every day of desertions.

'never panic, never panic, never panic' repeats in your head. You have to act now.
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PostPosted: Sun Jan 01, 2006 1:20 pm    Post subject: Reply with quote

voted
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PostPosted: Sun Jan 01, 2006 3:35 pm    Post subject: Reply with quote

It might be more interesting if you opened it up for discussion before putting up the poll to get the reads opinions and possibly more options Smile
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PostPosted: Sun Jan 01, 2006 7:40 pm    Post subject: Reply with quote

I can agree with that. I did get in a hurry, but I did leave a lot of options (maybe too many for a clear majority). I'm certainly willing to hear interpretations of the options... for instance, what kind of story to come up with for the M.E.'s, or how to go about hijacking the train.

I'm all about giving people more time to consider the options and provide a more interactive experience. I need stop being in such a hurry (I already want to post a new chapter). Thanks for your advice, Ingrothechundyer!

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PostPosted: Sun Jan 01, 2006 8:55 pm    Post subject: Reply with quote

Voted.

Discussion first is a good idea, though I have no ideas, except run to the WC!
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PostPosted: Mon Jan 02, 2006 12:52 am    Post subject: Reply with quote

I think they should come up with a story. One of you has credentials, it might be possible to bluff your way through by saying that you're escorting the other one to receive replacement papers after his were destroyed/lost in error/stolen from him.

It's a risk, but this foolish lad has risked everything to go with you. I think you owe him an attempt, if nothing else.

Great chapter. This game is developing well Cool
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PostPosted: Mon Jan 02, 2006 9:24 am    Post subject: Reply with quote

I voted. As shady said, make a story.

Lebrenth, I know you have to be in a hurry because your story is great. But if you take it easy you will notice that the readers not only could help to your story but also will like it (and who knows maybe we will wanted to have that chapters as fast as you want to post it :biggrin: )
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PostPosted: Mon Jan 02, 2006 4:44 pm    Post subject: Reply with quote

I voted to take over the train...just joking. Smile Actually, I agree with the rest - it would be far more sensible to bluff your way out. Happy writing!
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PostPosted: Thu Jan 05, 2006 11:18 am    Post subject: Reply with quote

Your nomination has attracted a new reader. Very Happy

Welcome Lebrenth Smile

Another story slips my net, but I catch up with them eventually.

So far I'm enjoying this one, and agree that taking it a little slower can encourage some discussions. Rarely so far in my limited time as a storygame author has the vote gone for something I'd thought of myself. Quite often something completely unexpected comes up and you find yourself writing a whole new chapter (and throwing away some plans).

I've voted with the majority (although I didn't know that when I voted) - A story can be made up.

Happy Writing. Smile
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PostPosted: Thu Jan 05, 2006 12:47 pm    Post subject: Reply with quote

Thanks Smee! A pleasure to have you. Your posts are all over the place, so I almost feel like I know you. I'm having a hard time being patient, but I'll go ahead and keep trying. The nomination got me all excited so I think I'm going to start making a more clear schedule, but I'm still not sure how long between posts I should wait.... What do you think? Is five days enough?

Anyway, here's the next chapter.

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PostPosted: Thu Jan 05, 2006 12:51 pm    Post subject: Chapter Three, Heroes Never Panic Reply with quote

Chapter Three of "Heroes Never Panic"

You slow down your breath as much as you can. You have to appear calm if you expect to be convincing when the M.E.'s get to you. Besides, you can't think like this. You let Manning sleep as time runs out for concocting a lie.

Your papers may have "Discharged" stamped in rude red letters all over them, but they are still legitimate, assuming they aren't looking for you. You can easily say that Manning lost his papers.... He needs a name... and a reason to be traveling with you.

The stouter of the two M.E.'s meets your eyes. You let him turn away first, as if you had nothing to hide, but this isn't helping your concentration. You're still bullying yourself for being too stupid when they skip the seat ahead of you and the stout M.E. with the cruel eyes asks you,

"May we see your papers, sir?"

Manning doesn't stir. You still consider saying that you don't know him and going to the toilet. But you get out your papers, the bright red ink standing out like flames. He looks them over, repeats your name to the other M.E. who holds a list. He shakes his head, but the first isn't satisfied yet.

"Discharged?"

"Thrown out.... I guess I couldn't handle the pressure anymore."

"Who's this?"

"My nephew."

"Show me his papers?"

"I'm afraid I can't.... He lost them... along with everything else. Stolen."

The details match each other, why he's in odd clothes, why you seem nervous, but the M.E. is still suspicious. The door to the car opens, catching their attention. You turn in time to see two young men opening the door into the next car and running.

"HALT! Stop those men!" the M.E. yells.

"Sir!" you yell at him! He tosses your papers back and the M.E.'s chase after the men.

You tuck the papers away and mind your own business as the door closes and the car settles down. The less you have to do with them, the better. You assure Manning there's nothing to worry about, and he goes right back to sleep.... If only you could do the same.


The last stop is Garamond. Through the window, you see five M.E.'s lined up with their rifles. The two from before leave the train with two young men and meet the five. The look of dismay on the young men's faces is hard to watch, as they wait for train to take them back to the war. You buy new tickets for Tiersley and wait three hours on a cold bench for the train.

Just before 4 o'clock, a man walks onto the platform. He looks like a Verdian, wearing blood-stained wolf coats that still resemble the wolves, long ratted hair, and a beard, red-brown and turning white near the chin. He has a long rifle, a carbine, and a long handled ax, and an old broad sword, and a short sword on his belt and one on his left leg AND a long knife on his right, and who knows what he's hiding. A porter struggles behind him, carrying another half a dozen more firearms and dragging a chest that requires all of his strength to budge.

... Manning is unarmed, and you only have a sword (snapped in half at the ceremonial discharge), a single shot pistol, a few odd clothes, and an unopened letter from The General. However, you have a fair amount of money, and more in savings, when you can get to it. This man might even have some connections in Tiersley to help you get started.

Until you have a slayer's license, you aren't technically allowed to even have the pistol anymore. Maybe it would be best to wait till after you get to Tiersley before you start getting armed. But blood stains or not, you should get to know this man.

You help the porter move the chest, the man looks at you suspiciously, then laughs. He hands the weary porter a few pennies before he leaves and holds out a few more for you.

"No thank you."

"Then what did you help him for?"

"Just being helpful."

"Whatever."

"Look, are you a slayer?"

"Are you?"

"Not yet--"

"That's right. You need weapons. That's what you want, isn't it? You want a look?"

"I don't have a slayer's license--"

"No problem. You're an outlaw, aren't you? I have what you need."

He opens the chest with a key from his necklace, which also has some sort of symbolic pendant. He takes out a copper badge with the Cassian Emblem (a gauntlet holding a flaming scepter) and hands it to you. It has dried blood on it.

"Do you have another?"

"I have."

'Savage Hal' has an assortment of maces, blades, and pistols in his chest, half of them with stories about how the fellow who used it last lost it; Tallis who was 'accidentally' shot by another slayer, Baelric who was still carrying it on his belt when he was killed the second time. With the funds you've got, assuming you save nothing, you could both have the rather expensive badges and one large weapon or two small. One rifle, especially in Manning's hands, can be very valuable, but another pistol and a short sword will give you the basics (naturally not forgetting ammunition). And there should be a creditable bank to transfer your savings in Tiersley.

"Prices go up when we get to Tiersley," Savage Hal warns....
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PostPosted: Thu Jan 05, 2006 12:58 pm    Post subject: Reply with quote

Nice chapter Lebrenth Very Happy

But... is it finished? I'm just wondering if there's a decision point or not? Occasionally you'll get a chapter that isn't, but some people post their chapters in two halves, so I thought I'd ask Cool
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PostPosted: Thu Jan 05, 2006 2:29 pm    Post subject: Reply with quote

Yes, that is the chapter. I would love to take it farther; I thought we'd be in Tiersley by now, but I get caught up. I also get caught up in decisions. I'm a huge fan of the old verbal storygames, and I want the players to make every decision.

In this case, the options would be a choice of weapons, and whether or not to buy illegal badges, or even to associate with "Savage Hal" at all.

I have too much insight and a strong plan. I'm worried that I'll control the story too much and it won't be an interactive experience. It seemed that getting a general consensus would give me a better guide than a poll that channels the story in a very specific direction. And then we could put it to a vote with a poll.

The poll will likely be:

1. Buy the badges and the weapons
2. Save your money for now
3. Stay away from Hal and figure things out on your own

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PostPosted: Thu Jan 05, 2006 2:40 pm    Post subject: Reply with quote

Is there any chance of running into another M.E? About how good? We got lucky once and I'm not sure I feel like pushing out luck again quite yet.
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PostPosted: Thu Jan 05, 2006 3:19 pm    Post subject: Reply with quote

Buy the badges and the weapons.

I know if we find a M.E. could be problem but maybe we are going to need them anyway.
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PostPosted: Thu Jan 05, 2006 5:09 pm    Post subject: Reply with quote

remember - its only illegal if you get caught

go for it
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PostPosted: Thu Jan 05, 2006 5:27 pm    Post subject: Reply with quote

Ingrothechundyer wrote:
Is there any chance of running into another M.E? About how good? We got lucky once and I'm not sure I feel like pushing out luck again quite yet.


The captain wouldn't know exactly how many M.E.'s to expect. What he does know, is that they are a lot more common around hot spots and war fronts. Right now, you're in safe territory, but you're headed to very unsafe territory. ... The chances are much worse than 50-50... the captain would venture a guess at 75-25, in favor of seeing more M.E.'s on the way, and 100% of seeing them in Tiersley (unless it's fallen to the undead which could technically happen at any time).

A word about the badges, there isn't much of a way to catch someone using them illegally, however, if you are caught impersonating a slayer they have the "Justified Sentencing" law, which gives them an absolutely free hand in punishing you. Typical sentences include the worst chapters of medieval torture and/or lifetime enslavement.

But relax, that takes a fair amount of investigation. An M.E. on a train won't know the difference.

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PostPosted: Thu Jan 05, 2006 5:43 pm    Post subject: Reply with quote

then definatly buy them
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PostPosted: Thu Jan 05, 2006 5:53 pm    Post subject: Polls Reply with quote

I couldn't stop thinking about all the votes that weren't being made. So I posted the poll. If you have additional suggestions please voice them. There's no reason to avoid coloring outside of the lines.

For additional peace of mind, I've decided to go with a five day interval, so the next chapter will be Jan. 10th, and the one after that the 15th.


Look, it's Medusa's head -----> Mad
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PostPosted: Thu Jan 05, 2006 6:20 pm    Post subject: Reply with quote

voted, and winning
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PostPosted: Thu Jan 05, 2006 6:23 pm    Post subject: Reply with quote

With that in mind...

Voted Very Happy
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PostPosted: Thu Jan 05, 2006 6:25 pm    Post subject: Reply with quote

copycat
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PostPosted: Thu Jan 05, 2006 7:49 pm    Post subject: Reply with quote

Quote:
voted, and winning


Me too! I am enjoying this! Very Happy

Nice one Lebrenth. I wouldn't be suprised to see you appearing in Good vs Evil vs money soon too.

Anyway, voted for the obvious choice. I also suffer from "madly fast writing syndrome*" once I get an idea. That's why I have so many storygames going! Maybe you should start another one! Wink


*MFWS
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PostPosted: Thu Jan 05, 2006 11:15 pm    Post subject: Reply with quote

Ah, what the heck! Buy some weapons off the guy Very Happy
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PostPosted: Fri Jan 06, 2006 12:19 am    Post subject: Reply with quote

Hey Lebrenth,

A good chapter, and only the day after I found the first two. Smile

I've gone for buying the weapons, and the badges. The badges I presume give us a look of legit slayers at a glance, but won't hold up to scrutiny? Should get us past the M.E's on the train.

5 days seems fine if you can keep up with it.

Happy Writing. Smile
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PostPosted: Fri Jan 06, 2006 7:07 am    Post subject: Reply with quote

I voted.

I also think that five days is good.
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PostPosted: Fri Jan 06, 2006 12:54 pm    Post subject: Reply with quote

Smee wrote:
The badges I presume give us a look of legit slayers at a glance, but won't hold up to scrutiny?


The badges seem to be legitimate in every way except who they belong to. On the back they have serial numbers and the name of the city they were issued (both in Lithany). They do not have the badge carriers' names, however, so the authorities would have to search the records of Lithany to find out you aren't officially slayers (which is made practical through the use of the telegraph).

Sorry there's more details in the story than I am telling. For the sake of the game, you need to know as much as possible, but for the sake of the story, it's best to control the details that do not contribute to character, mood, and action. As it is, I'm still trying to sneak in as many pertinent facts as I can while telling the story; like "One rifle, especially in Manning's hands, can be very valuable" where I sneak in a reference to Manning's excellent marksmanship.

This story is taking place in a world already created in my book "One Less Reclaimer" so there are a lot of little details that are waiting to be addressed. If you have any questions, pose them. I really enjoy answering them and I will work on getting them into the story itself.

And so far I'm not feeling any pressure keeping up the pace, but I know how it goes after a while. Keep on my case if I slack off! But in the mean time, I feel like I'm stuck behind the old RV going uphill on a one-lane road. Maybe I should write another story....

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PostPosted: Fri Jan 06, 2006 2:21 pm    Post subject: Reply with quote

Recent prolific arrivals have found a linear story a handy way to fill up time between chapters.

Keep up the good work.

Happy Writing. Smile
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PostPosted: Sun Jan 08, 2006 12:58 pm    Post subject: Reply with quote

Chapter Four of "Heroes Never Panic"


"We'll take them. And the sword and pistol, if you throw in some powder and bullets."

"You think you can haggle in the situation you're in?"

"You have plenty and your prices are absurd. You can afford to be generous."

"... Fine. Just fine. I wasn't arguing, I was asking. You shouldn't jump to conclusions. Have it."

With the weapons and a kind portion of his ammunition, things look much better. The blood on the badge scrapes right off, with a little work, and it sits in your pocket very nicely. Manning is still admiring his badge, polishing it (or trying to) with spit and the sleeve of your shirt. Now you wear your weapons on your belts. Your snapped sword doesn't look snapped in its sheath, so hopefully it will be impressive enough. Savage Hal pats your back heartily, and soon enough the train arrives.

Somehow it looks tired as it rolls in. It hisses especially loud in a number of places and it is unclean with the bloody remains. It hit something... or many somethings. Most of it has fallen away, but pieces are caught here and there. Soldiers are already jumping out before it fully stops and stand by the doors with their rifles ready, but they don't appear to be watching you. A young soldier, about Manning's age, you think, approaches. Savage Hal gives him a very cold stare, and he looks away.

Then the stretchers come out, carrying more soldiers with numerous wounds, and red bandages. The unloading is quickly executed, and the passengers start to board. You tap the young soldier's shoulder,

"Private, what's the situation in Tiersley?" you ask in your accustomed way. He is about to say as he turns, but he stops himself.

"Are you an officer, sir?"

"... No. Just a slayer looking for information."

"Then you'll see yourself."

"Good soldiering, boy."

They clean the train out and the engineers switch to the engine on the back of the train. You board the dark cars, with the iron shutters locked tightly over the windows; not safe to have windows where you're going.

Savage Hal sits with you and starts talking about slaying immediately. You listen but none of it really pertains to your destination. It's mostly how many zombies he'd killed, or how many slayers died with him, or the difficulty of getting weapons these days. Many bad jokes and useless anecdotes later, you feel the engine slow. Tiersley wasn't very far away, but it seems too soon.

"You want to be proper slayers right?" Savage Hal says. He stops talking long enough for you to realize he's asking a question.

"Yes, why else would we be going to Tiersley?"

"Oh, it's a good place to hide, but you might as well make some money while you're there, don't you think?"

"It's not a good place to hide and we're going to Tiersley specifically to become slayers."

From behind, two M.E.'s stroll past you. If they heard, they make no sign of it.... Hal is completely unconcerned and continues talking.

"Whatever. You want to get started, you'll need a crew to fight with. You heard of the Gravediggers?" Hal asks.

"... No. Are they slayers?"

"And damn good ones too. The only gang the Skulls respect enough to leave alone."

"And you could get us in if we wanted?" you ask tentatively.

"Why wouldn't you want to? Unless you'd rather be a Skull."

"I'm very certain we don't want that. I didn't know they were in Tiersley."

"There's a lot you don't know about Tiersley. You need to join my crew."

"Are they Verdians?"

"Yes, some of them," he says emphatically.

"What would we need to do?"

"You make it sound like you have a choice. Once I get you in, you'll be expected to pay dues. You'll be paying those to me."

"How much?"

"Half of what you'd get with us is twice what you'd get by yourself, and you won't get yourselves killed."

"... Let me talk to Man--... my man here," you say almost slipping. You've managed to not tell him your names so far, and the tone he's taking doesn't make you want to change that.

"Don't talk too long. The M.E.'s could get suspicious and bad things could happen," he says threateningly.

Manning trusts you implicitly. If you asked him to, he'd jump off the train head first, so it's up to you. The Gravediggers aren't as infamous as the Skulls at least and one way or another you'll have to deal with them. But you don't like being threatened. Half of everything you make sounds like a lot and there's no telling how far Hal will push this blackmail. You could just take your chances alone and find a way to get away from Savage Hal.

One way or another, you can't hesitate any longer. The train's nearly arrived.
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PostPosted: Sun Jan 08, 2006 1:51 pm    Post subject: Reply with quote

Good piece of writing Smile

I'd say now's the time to strike it independent. As you say, they'll need to deal with the Gravediggers to some extent, but you don't need the likes of Savage Hal taking half your earnings before you've even scouted the situation for yourself.

Do whatever's necessary to get some distance between yourselves and Hal for now. Then see what presents itself Smile
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PostPosted: Sun Jan 08, 2006 4:10 pm    Post subject: Reply with quote

Could you try to make a deal, paying less.... It could be better to start with someone with you and not against you. We don't know how it's the situation on Tiersley. And it appear to be very hard...
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PostPosted: Tue Jan 10, 2006 1:09 pm    Post subject: Reply with quote

All right, the new poll is up. If anyone has other ideas or suggestions, just post them or agree with others who have posted, as if it was a poll option. (And thanks for joining the story!)
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PostPosted: Tue Jan 10, 2006 1:32 pm    Post subject: Reply with quote

voted to join the diggers of many graves
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PostPosted: Tue Jan 10, 2006 11:33 pm    Post subject: Reply with quote

Hey Lebrenth,

Great chapter.

I agree with the majority. Strike out on your own. You've got weapons now, and hopefully a better opportunity will appear.

Happy Writing. Smile
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PostPosted: Sat Jan 14, 2006 2:34 pm    Post subject: Reply with quote

Chapter Five of "Heroes Never Panic"



Savage Hal still has his back to you. No time to hesitate and it looks like Manning already knows what you have in mind. You don't stop to talk, you just keep on moving. The M.E.'s are coming through again, so you both nod and carefully move past them. They don't even look at you any more than a second. You jump off the train lightly onto the platform, nearly bumping into a very mean looking man, also in bloodied fur. He's younger and his face is drawn in a serious frown. Beside him stand four more rugged men, all of them carrying assorted weapons. The others are in hardened leather gear, with the usual unnecessary spikes and blades in odd places: the elbows, the shoulders, the helmets, the knees. The frowner already has a blade in his hand and he takes stance when you nearly blunder into him.

You notice a patch on his arm: A robed skeleton with a shovel in a grave. Gravediggers.

You turn away quickly and Manning follows closely. You caught there attention. Hal gets off soon after, and when you turn back, you see him pointing in your direction to the other gravediggers. Then you're lost in the crowd, thankfully. A lot of people have crowded this station, all of them looking very grim. They look at you desperately, each pair of eyes haunted with bad memories and bad sleep. They can't get on fast enough, and you're heading straight in.



Tiersley! Though it's been under constant siege since the undead hordes came back to the west, it still thrives. That's because of all these walls. The roads are narrow and deep, with the buildings reaching up like trees trying to soak up the sun. There isn't an inch of dirt anywhere. All the streets are stone, everything is stone, with occasional dark gnarled trees pressed between bricks and pushing them up with their roots. For now, it is enough to get away from Hal, but soon you'll have to make sense of this place and decide where to go. It is like a maze without dead ends, just very long passages leading nowhere. Then you find that there are a few dead ends after all, and they're crawling with all sorts of unsavory things. Dogs that look dead chewing on garbage, indigents in rag tents fighting over gin, rats, and maggots... and more than you want to describe. And in every dead-end, there seems to be another curious door leading to some dreary backroom. You keep moving, hoping for an opening away from all the buildings where you can breathe. But so far, no luck. You approach a passerby; an old woman carrying something closely in a wrapped bundle, and wielding a cane as a weapon, not an aid for walking. You ask her for directions to a bank and for some information to help you figure this city out, but she only points with her cane and looks at you very suspiciously.

You find grander buildings, with a lot more room around them, but it doesn't seem this city ever opens up. You find a bank with tall columns and wide stairs, with a tall sign before it:

"The Imperial Bank of Cassia,
Tiersley Branch
Will Be Closed
Until Further Notice"

And below it, written somewhat crudely with charcoal:

"Amaken Collier, Moneylender
No. 3457 Lander's Way"


You have barely enough money for a meal, if the prices are reasonable. If you found the most wretched inn in town, you might have a place to stay for a night, but that's it. You have most of you money in savings, but you can't get to it and you know very little about this city! You assume that the slayers are all on the east side of the city, where the undead probably came from.... But a small loan of will make things easier. You won't have to hurry into danger blindly and you'll be certain to eat well and have a safe place to sleep.

Asking for directions, a small boy offers to show you the way to the moneylender for a small price. He leads you through the crowds and down an alley or two (shortcuts, of course), and soon you're staring at one of those curious doors in a dead end with the number 3457, but no business sign. Before you can do anything, the door flies open and two bulky men carry a man out. His face is swollen and red with blood. The men throw him into the refuse, before turning back in they say,

"You've got a week, Malley. Then we have another talk."

Malley doesn't respond. He's having a very hard time standing. When you help him up and he pushes you away, and stumbles off like a drunk. You knock on the door and the men let you in.

It's very dark inside, practically night. They take you into a very warm room, lit only by a fireplace. A shrewd old man with a friendly and helpful voice offers you a seat. Manning stands as you sit beside the old man. He puts his hand on your arm and asks,

"What can I do for you, sir?"

"The bank is closed... I need money to keep me afloat till it opens."

"It's not going to open, my friend. Never. You must be new here."

"Yes I am."

"What are you? A slayer? Hunter?"

"Yes, a slayer."

"Ah. Well I can't help you. Slayers can't be trusted. But I'll send you to my brother in the Tackers District. He'll be able to keep an eye on you, make sure you don't sneak away with the money, huh?"

"I only need a small loan, I assure you--"

"Quiet. Go see my brother. Take this card, it will get you in."

"In where?"

"My brother associates with the Skulls. They won't let you in without this."

You take directions and the card and leave. Outside you can see it is a tarot card, major arcana XII, "The Hanged Man".



You follow the directions through the city to Tackers District. Now you're in the territory of slayers, and the streets reflect that. The air seems to be charged with danger, as though you could be struck by lightning at any moment. The walls are pitted and you find scraps of lead bullets lodged in cracks. There is blood on the streets and on the men you pass by, all of them armed. You find a fountain with murky water with a few groups of grimy men talking furtively. You're surprised to see a boy, perhaps 12, sitting with them, cleaning the red off their guns.

It must be the right place.

The day is still strong, about noon. Should you find the city gate and just stroll out? Learn to swim by jumping in and fight? How do slayers get paid? Do they collect scalps or something? Perhaps you should follow one of these groups into the fray... but they don't look very friendly.

How did you get here? You don't have enough money to buy a ticket back, you're half armed, and if your stomach wasn't knotted up you'd be hungry too. You need money and you need it soon. And Manning is looking to you for direction.
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PostPosted: Sat Jan 14, 2006 2:47 pm    Post subject: Reply with quote

Excellent. Knee-deep in the unclean stuff, and sinking fast! Wink

My initial thoughts are that we can't just leap in and fight. We don't know how to get paid or what we can claim or how to claim it. Neither are we particularly looking to get unnecessarily punished for trespassing on some gang's grounds. Even if we try to talk to them, there's the chance that we could end up badly beaten or in slavery or something.

How about finding somewhere like a tavern, where we could spent a small amount of money, nurse a drink or two for a while and keep an ear out for any information, or for anyone who doesn't look like they'll rip our heads off for asking an honest question or two?

If that fails, we can always go back and try to do a deal with one group or the other. We'll be little worse off (I hope) Shocked
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PostPosted: Sat Jan 14, 2006 4:49 pm    Post subject: Reply with quote

Dang, missed a whole chapter and voting somehow. Anyway, caught up.

I would have voted to fall in with the Gravediggers, and I think you should return there now. It seems far to risky on your own with no cash.
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PostPosted: Sat Jan 14, 2006 6:18 pm    Post subject: Reply with quote

Sorry about that. I really enjoy writing and can't wait to post chapters. Anyway, you would have been outnumbered. I believe it was 5 to 1... or maybe 4 to 1.... Do you think I'd have more readers if I slowed down?

It might not be too late to join the gravediggers. I'll put that in the next poll. It should be up tomorrow. I have to admit I was in hurry with SGOTM and all....

You city council members are awesome. You keep the City of IF alive.

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PostPosted: Sat Jan 14, 2006 6:44 pm    Post subject: Reply with quote

Nice story Lebrenth.
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PostPosted: Sat Jan 14, 2006 7:21 pm    Post subject: Reply with quote

It would be a very bad idea to follow any of the gangs, or even to talk to them, right now. The two of you probably stick out like a sore thumb anyway. I agree with Stoat in that you need to find a cheap inn, get some food and a place to sleep (but stay away from the booze, you need a clear head.) Listen to any rumors you hear, gather information about the slayers.

If nothing comes, you might want to head back to the Gravediggers. I did have a question about that though; do you know where you can find them again? Even if you do, it might be just as dangerous to go back there as not, because of how you ditched Hal before, and he might not welcome you back with open arms.

Whatever you do, be very cautious, try to remain unobtrusive and anonymous, and keep up your writing! (Though not too fast, you'll lose track of us Wink )

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PostPosted: Sat Jan 14, 2006 7:47 pm    Post subject: Reply with quote

Quote:
You city council members are awesome. You keep the City of IF alive.


Well, it seems like only 3 months ago I was a newbie, looking through the gates of the Council members' grand houses whilst I lived in my little room above one of Muaddib's knocking shops.

Wait. It was only 3 months ago. How about that.
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PostPosted: Sat Jan 14, 2006 8:10 pm    Post subject: Reply with quote

well, four months really
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PostPosted: Sat Jan 14, 2006 8:22 pm    Post subject: Reply with quote

dragon_fire372 wrote:
If nothing comes, you might want to head back to the Gravediggers. I did have a question about that though; do you know where you can find them again? Even if you do, it might be just as dangerous to go back there as not, because of how you ditched Hal before, and he might not welcome you back with open arms.


No, the captain does not know where Savage Hal or any of the Gravediggers are. Maybe he could find them, but he wasn't given any directions. He'd have to ask around and hope to get lucky.

Money issues are so bad right now that it comes down to this: Food or lodging. For two of them, they can not do both. Just something to bare in mind if we're tavern bound.

Thanks for your responses everyone!

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PostPosted: Sat Jan 14, 2006 8:34 pm    Post subject: Reply with quote

I voted for my suggestion, so I say close the poll now and go with it, whilst I am still winning! Wink
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PostPosted: Sat Jan 14, 2006 9:21 pm    Post subject: Reply with quote

Don't worry Chin, I backed you up with another vote!
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PostPosted: Sat Jan 14, 2006 11:13 pm    Post subject: Reply with quote

I voted to gather information, and to get food whilst there. I wouldn't go to the Gravediggers till absolutely necessary. Can you imagine how humiliating it would be? "Well, Hal, we started to strike it out on our own, but it was too tough and we didn't even last a day, so we thought we'd just come crawling back to you." Ugh.
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PostPosted: Sun Jan 15, 2006 1:43 am    Post subject: Reply with quote

Hey Lebrenth,

Great chapter, I'm beginning to like this one. It has a very atmospheric gritty-ness to it that really suits the story. Smile

I missed the discussion, but hopefully I made the poll. I voted for the nursing a drink whilst listening for something that might help. It's not time to wander the streets looking for Gravediggers, and the money-lenders don't sound like a good option. Clearly our savings are unattainable here and we won't be able to pay them back easily.

I think our best bet is awaiting gossip of a group that's in decline, losing members etc that are more likely to be favourable to two skiled members. It'd be in the gang's best interest to show you the ropes quickly so their gang can maintain their image, whilst giving us the fastest possibly introduction into slaying.

Requires a lot of luck though. Confused Not a good situation really.

Happy Writing. Smile
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PostPosted: Sun Jan 15, 2006 3:09 am    Post subject: Reply with quote

voted to go with the gravediggers
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PostPosted: Sun Jan 15, 2006 7:57 am    Post subject: Reply with quote

Very nice chapter.... I voted.
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PostPosted: Wed Jan 18, 2006 11:16 pm    Post subject: Chapter Six of Heroes Never Panic Reply with quote

Chapter Six of "Heroes Never Panic"



It's no good standing around looking suspicious so you and Manning start looking for a tavern. A few disdainful looks are cast your way like sewage into the gutter, but nothing too threatening. Manning is nervous and follows you closely. You wear the face you keep for reprimands from superiors: sober and alert, eyes forward and completely without any skew of emotion.

You follow the traffic into the crook of buildings with many doors and staircases. Up on the verandas, bawdy women invite drunken and dirty men into their apartments. Fortunately, you find it is not a mere brothel. You enter through a sort of back door into a very crowded room. The ceiling is low and the air is stagnant, cramping you even further. You find a way to a relatively open corner. A barmaid notices you and approaches but says nothing in welcome or even acknowledgement. She looks young but hard, and she has many small scars on her face and arms. She merely stands there and waits for you to speak.

The thought of food is repulsive in these conditions, but you need to order something if you expect to stay.

"Two beers please," you say, "and a pinnel if you could please tell something about the slayers in here."

"Make it two and I'll even hold the spit," she says glumly.

"Fine, here."

"And no tip for the beer?"

"I'm in very trying circumstances, I can't really--"

"Enough of that."

She leaves abruptly, you wonder if she's even getting the beer, but she does, and further to your surprise sits down with you.

"You can see for yourself. Everyone wearing skulls is in with the Skulls."

Yes, you can see that very plainly, and that's bad news considering everyone wears a skull. You certainly didn't need her to tell you that. But she continues,

"Most of them are dregs, clinging to the boots of the real Skulls. Half of them haven't been out of the city in days. The Skulls have control of everything. They've squeezed out most of the other gangs and all but a handful of freelancers. I don't know where you came from, but you better know how to deal with them before you do anything. The first ones you need to watch out for are Kallus, the one in the horned skull helm, and his rat, the ugly scrawny one over there, they call Snatch. Snatch will try to buddy up to you, but unless you want to join the Skulls, don't mess with him. He's a wimp, but he belongs to Kallus, and so does everyone else. You do anything he doesn't like and he'll have the whole room holding you down while he cuts off your fingers and feeds them to you and that's no lie.

"And if that doesn't sound appetizing to you, you might try the others. The Executioners and the Red Sun Clan keep to themselves by taking the Sullen River Gate, but they're not doing so well as they used to, and there's been a few disappearances going on down the river.

"The Gravediggers have a lot of respect, but they're not much better than the Skulls, and they make newbloods pay high dues."

"I've met them," you say, eager to add anything to make yourself seem a little less of a fish out of water. "I'm not sure we want to join, but do you know where to find them?"

"Savage Hal sells weapons at the Ditch. It's by Father's Gate... anyone will tell you. I might have joined myself if they accepted women."

"Excuse me?"

"The only other good choices are the Crossbones and the Warders. They're jumping the wall to avoid the Skulls, but if you ask me, they won't last long."

"What kind of trouble are the Skulls giving them?"

"They've been killing each other whenever they get a chance. Inside the city its all in the alleys, but outside the wall it's war. The Crossbones keep pulling in more of their own from other cities, but the Skulls have the city's sanction and they're embedded."

"... This is getting hard to keep track of...."

"If you can't keep up, I can stop talking. I've already earned a lot more than two pinnels."

"Just a second, what about the Warders?"

"They'll take you. A lot of deserters join them," she says with a wink. You pull your booted foot farther under the table. She stands up. "They have higher standards, but they're getting desperate. There's not a lot of them left. They meet at the Tavern of the Broken Drum. They like to challenge newbloods with stupid riddles, but I'm sure you won't have any trouble."

"Please, I still have a lot of questions."

"And I have a lot of work to do. Come back when you have more money."

"What's your name?"

"What's yours?"

"I'm John Taggert and this is Gregory Manning."

"And I've already forgotten," she says and walks away. Last moment she turns back and says, "Ask for Cyril when you can afford to ask more questions."

You look at Manning. He looks ill and uncomfortable.

"Are you all right?"

"I'm fine Captain."

"I told you I'm not a captain anymore."

"Whatever you say sir."

"Look, Gregory... we're not in the army anymore. You shouldn't even be here. I had no choice!" you say, but refusing to follow orders was a choice, wasn't it? Your argument, whatever it was going to be, dies suddenly and you take a deep breath.

"You'll always be the captain to me, sir."

"Please just call me John."

"John."

"Good. Finally. Now what are we going to do?"

"I don't know sir, but I'm starving. And this beer is awful."

"That's why I didn't drink any!"

"I wish I'd done the same," he says ruefully, then suddenly points into the room. You look up at an ugly scrawny man with long greasy hair. He's a lot taller than he looked across the room, and he wears an expensive black fur-lined suit, which is somewhat soiled and gives him the look of a corpse at a funeral viewing in his finest clothes. He sits down without hesitation.

"Sounds like you gentlemen ordered the wrong drinks," he says, and starts knocking on the table. Cyril answers the call with a nearly hidden smile. "Darling, you gave them the wrong stuff. Why don't you run along and get something proper."

"What we really need is food," you say hurriedly. Cyril shoots you a scornful glance.

"You heard him, darling. They're hungry. Now, let me introduce myself. My name's Levidicus Maryl, but they all call me Snatch. And who might you be?"

"Albert Winthrop and this is Kevin Marlow," you quickly lie with the names of two of your childhood friends. You don't know why you gave your real names to Cyril. It was a rather hasty thing to do.

"Masters Winthrop and Marlow.... Very good to meet you. I might as well be straightforward about this, I'm here to extend the welcome of the esteemed Skulls. Let me assure you that the rumors about us are largely exaggerated, at least here in Tiersley. We have sanctions with the city, you understand. We represent the city's outer defense and we wouldn't want to do anything to compromise our relationship with the council, would we?"

"Of course not."

"I'm glad you understand. I'm sure you realize the importance of order in situations such as this. We believe that unification is the only way we can truly hope to repel the undead, but we understand if you do not wish to join immediately. You'll want to see things for yourself first, of course. But you should know that we can offer you the most. We have the greatest numbers, the best equipment, and we have secured with the city a higher bounty per head which will help offset the dues that every organized guild expects of its members."

He continues to speak his well rehearsed propaganda, addressing every little argument one could make against the Skulls with his smarmy voice. And when the food arrives, the first thing he does is begin to pick things off of your plate and your appetite was poor enough before he touched your food. But he does tell you a few useful things. Such as the methods for slaying. You have to put it together yourself, but in his big argument for the Skulls you determine that the city gates open at sunrise and close at sunset, unless there's special trouble. Slaying at night is considered moronic, which is sensible, considering all things. The method is simple, you make 4 pennils a head, literally. Either the full head or just the scalp is brought to the redeemer just outside of the city gate. He pays you on the spot. If you reclaimed anything (looted anything of value from abandon buildings or such) an estimated value is determined and a 25% tax is applied, 20% if you're a Skull, and for that matter he repeats "five and five" several times to emphasize that you get an extra pennil and a half for every scalp or head of slain undead when you're a Skull.

He accuses the other gangs of many things, but you're very tired of listening to him talk. You hope you retain a good amount of what he says and even stand make a small courteous nod to him as he leaves. His last words being,

"Go see for yourself. Tell them Snatch sent you and they'll ensure you get a good look. Then come see me here and we'll talk."


You pass your plate to Manning, who hastily consumes every bite. Then without further ado, proceed to the nearest city gate simply called East Gate.



The buildings nearest to the gate are dark and lonely. The streets are empty, which is unusual in this swelled up city. Everywhere you looked you saw people, but now there are none; none until you reach the gate.

Standing on the wall above it, in formation in front of it, and generally around it, the soldiers in the dark burgundy uniforms of Cassia stand guard. For a moment, you feel like you're back in the service... just a moment. Then you exit the gate, feeling the cold wind slap your face and staring at the desolation before you, and everything is different. A chill soaks straight to your core and makes you tremble all over as you look into the forsaken section of the city. You've seen desolation... you've caused desolation! And you have faced the undead before, but it never felt like this. There's something deeper. It's like the feeling you get when you realize you're standing on a grave, but stronger, as though beneath the cold soil is a whole family, a whole community of souls. This is the dead limb of the city, with thousands who died terrible deaths and did not find rest or peace.

After a dreadful contemplation of all the horrible things that might have happened, mixed in with some of the horrible things you've done, you recover. You concentrate on the ground you walk on and the things you see. After a few steps, you grow accustomed enough to keep focused.

There is a bridge over the dry moat and nearby, effusing a thick stench and black smoke, is a tall bonfire burning with the skulls and scalps delivered by the slayers. A group of Skulls pass by, going back into the city, the leader laughing at your trepidation.

The redeemer, a captain of the Cassian Army, nods as you approach. You remind yourself to come back to talk to him, but now, you feel drawn forward. Something that you don't want to see, but you have to is calling you.

The first buildings look livable except for the broken windows and doors. Then you see collapsed buildings, with black scars everywhere from widespread fires... it consumed quite a lot of the forsaken city, blackening it and reducing much of it to ruins. There's millions of places to hide and you image things everywhere. Manning isn't trailing behind you anymore, however. His eyes are keen and watchful... a good soldier.

You go deeper into the city.... Gun shots crack through the wind... the sounds bouncing off the ruins and confusing direction, but you see the fighting in the distance. You begin to hear yells, war cries. You feel the battle in your blood and run to join. You hurtle the rocks and run down the remnants of street. Jumping over a low wall, you nearly fall into a large collapsed section of road where an old sewer passage caved in. And deep within, soft at first but growing, more screams.

You've gotten carried away. You're out of breath and still far from the real battle. Manning catches up to you and listens.

"Captain!"

"Wait!"

Then you see one. It might as well be one of the soldiers who caught shrapnel from a cannonball. There's too much life in him to be dead, he must be a slayer. By instinct, you kneel and offer your hand to help him escape the screams chasing him, but the same instinct immediately pulls you away. The way he lunged at your hand! He isn't trying to get up, he's trying to pull you down! Manning fires his pistol and there's no way he could have missed but the zombie does not flinch or slow down. He jumps up and begins climbing as more zombies enter the light from the dark passage. You pull a large rock off the wall and hurl it with all your strength. You hear cracking and the zombie slips off, but it continues moving, twitching and convulsing, trying to force its broken body to function. But you do not wait any longer to see if he recovers.

Back over the rocks you bound, not daring to look back. You continue hearing the fighting and screaming. Other slayers, seeing your hasty flight, assume the worst and begin running back to the city. The growing retreat gains attention at the gate where the soldiers are forming up, ready to send a volley to repel the undead....

But when you finally stop to look back, you realize the zombies are not chasing you. They smelt blood from somewhere else. As you regain your breath, the other slayers change direction and go back into the fray. Manning laughs exhaustedly and you join him. You survived your first encounter, even if it didn't gain you any money.

You can certainly see the advantages of being with a group, and there's still time to join today. Or you can fight alongside these Skulls and hope to claim a few scalps... if they don't cause trouble....
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Last edited by Lebrenth on Mon Aug 30, 2010 8:14 pm; edited 1 time in total
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PostPosted: Wed Jan 18, 2006 11:32 pm    Post subject: Reply with quote

What the hey. Join the winning side I say. He is desperate and there doesn't seem to be any other real options.
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PostPosted: Thu Jan 19, 2006 1:07 am    Post subject: Reply with quote

Excellent chapter!

I'm for the underdog. See if you can join the Warders Smile
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PostPosted: Thu Jan 19, 2006 5:28 am    Post subject: Reply with quote

I agree with Stoat...
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PostPosted: Thu Jan 19, 2006 4:10 pm    Post subject: Reply with quote

Very nice chapter.

Maybe join the "winning side" wouldn't help.
I said (as some before me) join the Warders. With them you will still alive...
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PostPosted: Thu Jan 19, 2006 4:22 pm    Post subject: Reply with quote

Join the warders! With them you'll stay alive...for now.
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PostPosted: Thu Jan 19, 2006 8:39 pm    Post subject: Reply with quote

The poll's up, but I am more than willing to revise if anyone has any different ideas. Oh man! I forgot to put on the "Stay independent" option!

Just take the last option if you want to do that or if you want to try something else. We'll re-poll or something.

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PostPosted: Thu Jan 19, 2006 10:38 pm    Post subject: Reply with quote

Hey Lebrenth,

Excellent chapter, I'm really enjoying this one. The flow is very smooth and reads really easily.

Stupid riddles sounds like my sort of initiation.

I've voted for going for the Warders.

Happy Writing. Smile

P.S If you don't have any votes then you can go back in to your first post and edit the poll - either deleting options, changing the text and then updating, or adding new options. The only thing you can't do without a mod is delete it and start again.
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PostPosted: Fri Jan 20, 2006 1:48 pm    Post subject: Reply with quote

I voted...
Let's go with the Warders
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PostPosted: Sat Jan 21, 2006 9:30 pm    Post subject: Reply with quote

If it were me, I'd scout around for a few isolated undead that could be taken down with little trouble, and get the scalps from those. Try and earn a little money on your own, and then see about joining someone after getting your feet wet and a little more information.

Of course, that's just me... Smile
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Linear Story Nightrobber Now Complete!
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PostPosted: Mon Jan 23, 2006 12:52 pm    Post subject: Heroes Never Panic, Chap. 7 Reply with quote

Chapter Seven of "Heroes Never Panic"


The battle continues, but the Skulls can worry about that themselves. You need to join a crew and fast. Zombies that strong during the day should not be underestimated. Every one you meet eyes with as you return to the city seems to be thinking the same thing: cowards. Not that it matters. You’ll be back soon enough.

On the way to the Broken Drum, you notice a man following you. He is in black… but looks like a civilian. He seems to be watching you, but maybe you’re being paranoid. You go out of your way, down a side street, and he follows. Hiding places are abundant, and the streets are dark. You hide in an alcove, nothing special, with your pistol ready. You get a closer look at him as he passes. You see his face… the dark rings under his eyes, the hawk-like nose… and he doesn’t notice you.

You go back to your original course and continue to the Broken Drum, confident that no one is following you. You enter another quiet part of Tackers. It feels like you're wandering a ghost town, and the tavern you find, the one displaying the sign with a man filling his cup from a broken drum of wine, changes nothing. It is locked down, shutters and doors, and is entirely lifeless except a thin trail of smoke from one of the chimneys.

“I don’t like it, sir,” Manning says.

“Maybe it’s only open at night,” you say, trying the last door you can find. You knock loudly and a shuttered window above you opens with a rifle bearing down on you.

“Who are you and what do you want?” a man with reddish hair and mustache demands.

“We’re looking for the Warders.”

“Who sent you?”

“We sent ourselves. We just came from Brennig and we’re looking to join a crew of slayers.”

“What do you know about the Warders?”

“We’ve been told they have high standards, and they might be interested in members with military background.”

“Stay where you are. Don’t make any moves.”

Then the door opens, with another gun pointing at you. A man of fifty or so years with ruddy skin holds it open.

“Get in,” he says gruffly. The air inside is warm and clean. There are many tables, and a bar, but there are only two people, the man with the pistol and a tall neatly kept young man with another rifle. “Lay your weapons on the table,” the gruff man says. You do so without hesitation. “Have a sit,” he says pointing to another table. “Don’t try anything. I’ll be back.”

Manning leans toward your ear.

“Don’t talk,” the tall man says… he sounds like he’s from Palanine (west Cassia). You wait in silence for an unusual amount of time before the gruff man returns with a gentleman. He has the stern face of a naval captain, almost familiar. He has eyes the color of the stormy sea, and there is a large mole near the back of his jaw. His light brown hair is a little out of sorts, as if he’s been sleeping, but like the others, he keeps his appearance neat. He is not armed, unless he’s hiding something in his brown leather coat. His hand extends to you immediately.

“My name is James Haymen. The crew calls me ‘the Admiral,’ but you can call me whichever you like.”

You shake his hand and Manning does also in turn. He looks straight into your eyes as he speaks.

“Former Captain John Taggert, former Private Gregory Manning,” you say.

“Before we speak about joining, I need to know a few things…. Are either of you wanted men?”

“Manning is a deserter, I was discharged.”

“And I’m sure you had good reason; I don’t want to know about it. Do you have slayer licenses?”

“Yes.”

“Manning too?”

“Yes.”

“… Fair enough. Now tell me how you knew we were here.”

“A tip from a barmaid.”

“… Perfect… even barmaids know where to find us now.”

“She seemed to be a very well informed woman.”

“Good for her, but if you haven’t noticed, we don’t like the attention.”

“The attention might help fill your ranks.”

“Not with the Skulls around…. Let me be straightforward with you. We’re not having a very good time here in Tiersley. We have poor morale and our numbers are dropping in spite of the deserters that keep knocking on our doors. You’re better off joining the Skulls.”

“Master Haymen, we’re serious about joining your crew. We already know the situation and we don’t wish to associate with the others.”

“You were a captain? Then you are welcome here. And Master Manning as well. And if you were in the service, you wouldn’t have any trouble answering this question, would you?


"What kind of metal is Edward William's Bell made of?”



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PostPosted: Mon Jan 23, 2006 12:56 pm    Post subject: Reply with quote

I'm giving everyone extra time for this one. I am not going to construct the answer myself. The poll will only have answers that are given to me. Which means the poll might not have the correct answer on it at all once it's up.

Good Luck!

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PostPosted: Mon Jan 23, 2006 1:58 pm    Post subject: Reply with quote

Oooh - good chapter. Smile

Tricky decision point Confused



Happy Writing. Smile

*wanders off to think...cogs whirl*
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PostPosted: Mon Jan 23, 2006 2:05 pm    Post subject: Reply with quote

but we're not in the militaary of the country - how should we know the answer

or did you put it in a previous post?
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PostPosted: Mon Jan 23, 2006 2:23 pm    Post subject: Reply with quote

Okay - so whose bright idea was it to go get riddled by the Warders? Huh??

*suddenly looks around guiltily and tries to look unobtrusive*

Oh...

Well, in that case...

I have to say, I'm completely stumped by the riddle. I'll ponder it, but I'm useless at this sort of thing.

Still, excellent chapter Lebby. I'm loving this story! Cool
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PostPosted: Mon Jan 23, 2006 3:39 pm    Post subject: Reply with quote

Nice chapter and even better desicion point Razz
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PostPosted: Mon Jan 23, 2006 3:47 pm    Post subject: Reply with quote

Just one question...
Is Edward William Kehn???
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PostPosted: Mon Jan 23, 2006 6:38 pm    Post subject: Reply with quote

lordofthenight wrote:
but we're not in the military of the country - how should we know the answer or did you put it in a previous post?


It's true, I don't think any of you served in any Cassian campaigns, but this riddle can be answered. The answer can not be found in past posts, so don't bother looking there. I borrowed some history for this one. This one can't be answered without some looking around.

And as a bit of insight that the character deserves, it IS a military question. Although the history doesn't correspond with the date I've given you (it isn't our history), the history pertinent to this riddle is found in the 19th century (ruling out Edward Kehn, by the way).

I would like to join the Warders too, so I'm hoping someone finds the answer. If not... well, we'll figure something out.... Probably....

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PostPosted: Mon Jan 23, 2006 6:51 pm    Post subject: Reply with quote

HA HA! Clever Lebrenth, have to think on this riddle of yours...
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PostPosted: Mon Jan 23, 2006 7:02 pm    Post subject: Reply with quote

Hmm, nice...

I'll get back to you on this one, eh? :biggrin:

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PostPosted: Mon Jan 23, 2006 7:57 pm    Post subject: Reply with quote

Ok, this may be a stretch to fit the riddle, but here goes. The Victoria Cross.

The reason behind it is this: Major General Edward William Derrington Bell was decorated with the Victoria Cross for his brave actions in the Battle of Alma in the Crimea war, which took place on September 20, 1854.

As I said, this seems a bit of a stretch, for several reasons. One is that the riddle asks "metal" not "medal". The other is that it is Edward William's Bell, the apostrophe implying possession. However, the name is right, the answer pertains to a military situation, its in the 19th century timeframe, and the previous reasons why it probably isn't the right answer are just the sort of grammmatical rearrangement that is present in many riddles. I hope that all that made sense. The main reason that the VC might be the answer is that I couldn't find anything else that fit it nearly as well.

So there's my answer, Lebrenth. Let me know if I'm completely off the mark, ok?


By the way, a very clever decision point there. Well done! :biggrin:
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PostPosted: Mon Jan 23, 2006 8:07 pm    Post subject: Reply with quote

Welll yes. What Df said sounds good to me!
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PostPosted: Sun Jan 29, 2006 5:59 am    Post subject: Reply with quote

I think we're halfway there with the Victoria Cross. Edward William Derrington Bell captured an enemy gun in the Crimean war and was awarded the VC.

However, the VCs were made out of the metal of enemy ammunition - so we still need to work out what metal the enemy ammo in the Crimean war was made from.

Unfortunately, I haven't been able to find it out yet, but I haven't given up. I just thought I'd share what I had so far with everyone else, in case they could help Smile
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PostPosted: Sun Jan 29, 2006 7:03 pm    Post subject: Reply with quote

i don't know anything about the riddle, but I am enjoying this a lot Lebrenth!

There are some great scifi stories in here now! I read them all!
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PostPosted: Tue Jan 31, 2006 7:54 am    Post subject: Reply with quote

All right, so far we have these options:

Answer "Enemy Ammunition"
Answer "Victoria Cross"
OR, try to bluff your way through
OR, give up and get out


And I understand that the first two options are close to the same answer. Does anyone have any other answers before I put up the poll?

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PostPosted: Tue Jan 31, 2006 7:56 am    Post subject: Reply with quote

*sigh* No - I tried, but found nothing more to add.

Good work from DF and Stoat.
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PostPosted: Thu Feb 02, 2006 3:46 pm    Post subject: Reply with quote

Alright, so I finally dragged myself over to the SGOTM (like I do every month, although whether I post or not varies) and now I'm impressed. You may have just introduced me to a new genre, Lebrenth.

I'm doing homework right now, but later I may just research this bell question...although as of yet I agree with . . . whoever posted about the enemy's weaponry answer. . .
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PostPosted: Thu Feb 02, 2006 3:47 pm    Post subject: Reply with quote

Idea! Idea! Even though IM usually is the master of those. Why not just give a small background on the bell? Man, that guy will be impressed. Or annoyed. Take your pick.
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PostPosted: Fri Feb 03, 2006 1:34 pm    Post subject: Reply with quote

Looks like I'm moving! ... I'm not sure how it's going to work, but I want to sneak in another chapter before I do.

Thank you to everyone who voted! And thanks to everyone who has contributed to this story, especially those who researched the riddle!

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PostPosted: Fri Feb 03, 2006 1:41 pm    Post subject: Heroes Never Panic, Chapter 8 Reply with quote

Chapter Eight of "Heroes Never Panic"




"Are you talking about Major General Edward William Derrington Bell?" you ask, but 'the Admiral' just smiles. "He was awarded the Victoria Cross... it was made from something captured from the enemy."

The others laugh. James nods,

"Well done. I heard it was made from the bronze cascabels of enemy cannons, but it might have been a rumor. Anyway, I've never met a man who knew his full name and rank. Did you know him?"

"No, I just heard it once."

"Once?"

"I have a good memory for names...."

"Well, yours will be one to remember, Captain John Taggert, and I'm sure yours as well, Gregory Manning. Let me introduce you to some of your new best friends."

With enthusiasm, Haymen introduces the ruddy faced man as Sergeant Elden Callahan, who shakes your hand very firmly, but seemingly without malice. Then the tall trim dark haired man with the thin mustache as Private Steven Billings, who nods his head as he shakes your hand.

Upstairs, there is a large room with many beds, many of them full. There are several staircases to platforms built on the rafters, where you can hear more snoring. By the windows at opposite ends, a man whose face is considerably younger than his grey hair and the red haired man you met before with the thick mustache keep close watch. The red is introduced as 'Bootless' Jerrik Dagmar, or 'Boots'. 'Boots' looks at you severely, as though daring you to ask why they call him that. Otherwise he says and does nothing, and eventually goes back to watching the street through the slats of the shutters.

The grey-haired man is Rob Davison, but before making much of an introduction, the sound of groaning wood attracts everyone's attention.

"What's going on here, Haymen?" says the large man from the dark corner. He stands out of bed and stretches his considerable muscle. His hair, beard and eyebrows are thick and black. He looks like an old pagan god with his wild and wrathful face perched upon a titanic body. He has so much hair on his body you may as well call it fur, it covers the elaborate pictorial tattoos on his chest to the extent that they are indiscernible. In fact, the only hairless area on him is the enormous scar over his stomach. The floor creaks with every step he takes. He stands a head and a half taller than you, and you consider yourself tall.

Under his breath, James says to you, "Stand your ground," before introductions. "Stanimir, these are two new recruits, Captain John Taggert and Gregory Manning."

You offer your hand, and with the slightest effort on his part, his pushes you backward, forcing you to trip on the seated Rob Davison's leg and onto the floor. Manning and Davison help you up immediately.

"Doesn't look like much to me. Your stupid riddles are worthless, Haymen."

Then he goes back to bed. Haymen takes you back downstairs before explaining Stanimir's position.

"I'm sure you can tell he's Gorgothen. He was the strongest man the Crossbones had, and stronger than any of the Skulls too, but his toll has already been paid."

"What do you mean?" you ask. You've heard the term 'toll has been paid', but never heard what it meant.

"It means he's already dead, if you buy the superstition. It's a slayer term for the last survivor. Some of them believe that the only way a man can survive alone is if he made a deal with Death. They call them 'tainted' or other such things. Basically they consider him a sort of agent of death, kept alive to lure the living to an early grave or at least a source of great misfortune. Even those who don't believe in it have to respect the effect it has on a group's morale. If ours weren't soldiers more than slayers, he wouldn't be with us either. He has nowhere else to go and he's a powerful slayer. Don't trust him and don't get in his way. He's become especially bitter from being cast out."

"Why would you let a monster like that join?" you say openly. Even with a floor between you, the Admiral spoke in a lowered voice.

"We need his help. We wouldn't be here now if not for him."

You hold you tongue, for now at least. Experience has shown that elements like him in a company of men can be far more trouble than they're worth, whether they're titans or not. But you're still new, and you still haven't seen him in combat. It could just be a front, after all, if he has saved the company....


"Now," Haymen says, "let's get you properly armed. We need your help as soon as you can give it. Tonight if possible."

"Night? You fight them at night!?"

"There's a lot you need to get used to if you want to join us. We'll have you stay in the back tonight just so you can see what it's like the first time. Then we'll rotate you the same as the others."

Haymen opens a rather inconspicuous cabinet with a key on his necklace. Inside there is a fine assortment of weapons, all of them clean and still glistening with oil. He hands you two very fine rifles, yours with a copper cap on the butt of the rifle (copper being a precious metal with potency against the undead, though to a lesser degree as silver and gold).

"Those are yours to keep. The rules of the Warders are simple:

"You are here of your free will, and so you may leave whenever you wish provided we are not in present danger.

"In times of danger, you will obey all commands of the assigned commander.

"You will not break any of the common laws or we will turn you over to the nearest authorities.

"You will not hide bounty from other Warders and all bounty is separated equally with all members.

"And should you betray any of us, we will deal with you in the cruelest way our minds can devise.

"Are these terms acceptable to you?"


'And are you ready to go slaying tonight?' you think to yourself.
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PostPosted: Fri Feb 03, 2006 1:48 pm    Post subject: Reply with quote

Oooh, a new chapter. Great stuff, Lebby!

Accept the terms. They seem far more reasonable than the other two gangs you've encountered. And you're going to have to fight sooner or later, so you might as well get used to it.

And keep an eye on that Stanimir. Try not to get in his way... although I have a feeling that will become increasingly difficult Very Happy
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PostPosted: Fri Feb 03, 2006 2:50 pm    Post subject: Reply with quote

I agree with Shady :biggrin:

Great chapter.
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PostPosted: Fri Feb 03, 2006 3:57 pm    Post subject: Reply with quote

Nice chapter.

Also, I agree to what Chinaren said.
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PostPosted: Fri Feb 03, 2006 5:31 pm    Post subject: Reply with quote

Quote:
Also, I agree to what Chinaren said.


What did I say? Confused

Anyway, nice. I f5 the others, this outfit seems fairer and more orderly.

Let's go do some slaying!
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PostPosted: Fri Feb 03, 2006 6:22 pm    Post subject: Reply with quote

you obviously telepathically spoke to him beforehand

or maybe he took a trip to the future and saw you would F5, and therefore F5'd you before you did it

or something

anyways, F5
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PostPosted: Fri Feb 03, 2006 8:08 pm    Post subject: Reply with quote

I must have missed the poll... but oh well, nice new chapter. Reasonable terms, prospect of action...F5 everyone, keep it up! :biggrin:
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PostPosted: Sat Feb 04, 2006 1:47 am    Post subject: Reply with quote

Woah! Creepy picture man!! Kool! *he says with his hand over his eyes*

Nice place you have here! When's the parteeeee? Very Happy
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PostPosted: Sat Feb 04, 2006 2:09 am    Post subject: Reply with quote

Yeah, love the pic!

*straightens a few pictures and nicks orf with some of the silverware*

Great new place you got too Very Happy
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PostPosted: Sat Feb 04, 2006 9:12 am    Post subject: Reply with quote

Shady Stoat wrote:
*straightens a few pictures and nicks off with some of the silverware*


Hey! I need those for the werewolf steak! I had a pair of werewolves flown in fresh for dinner, but they're impenetrable without silverware! Oh well, I can't figure out where the second one went to anyway and I have plenty of other dubious delectables.

So please come in! We've been expecting you!



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PostPosted: Sat Feb 04, 2006 12:45 pm    Post subject: Reply with quote

*Wanders around*

Very nice Lebby. Very Happy

Good chapter too.

I'm agreeing as well - seems a perfectly reasonable company to join.

Keep it coming.

Happy Writing. Smile
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PostPosted: Sat Feb 04, 2006 10:22 pm    Post subject: Reply with quote

dragon_fire372 wrote:
I must have missed the poll... but oh well, nice new chapter. Reasonable terms, prospect of action...F5 everyone, keep it up! :biggrin:


No, you didn't miss it. I didn't think it was necessary after you and Stoat submitted such compelling answers. Good job!

I'm still getting my bearings. I'm trying to decide how to arrange things! I got used to keeping everything in one pile, so I might just keep it this way! I'll figure it out soon.

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PostPosted: Sun Feb 05, 2006 9:41 am    Post subject: Reply with quote

You're going to slay at night anyways. Get accustomed to it.

I F5 with everybody else, yeah.
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PostPosted: Sun Feb 05, 2006 10:13 am    Post subject: Reply with quote

I've voted for slaying tonight.

You may be tired, but showing some enthusiasm is going to be the quickest way of earning any trust from the other men. The sooner you learn the ropes the sooner other options may reveal themselves.

Happy Writing. Smile
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PostPosted: Sun Feb 05, 2006 10:21 am    Post subject: Reply with quote

Yep, smee is right...
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PostPosted: Sun Feb 05, 2006 11:34 am    Post subject: Reply with quote

voted with the majority

and therefore winning
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PostPosted: Sun Feb 05, 2006 4:19 pm    Post subject: Reply with quote

Yep.
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PostPosted: Sun Feb 05, 2006 7:44 pm    Post subject: Reply with quote

Those sound like the precise terms that would attract an military man; now it's time to get to slaying.
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PostPosted: Tue Feb 07, 2006 8:52 pm    Post subject: Reply with quote

YES! Hehe, guess which option is winning. It's gonna be close, Lebrenth - real close Wink
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Up to the end of Part One, how do you feel the pacing of the story has gone?
Too fast
0%
 0%  [ 0 ]
Too slow
0%
 0%  [ 0 ]
Just right
100%
 100%  [ 3 ]
Total Votes : 3
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