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<blockquote data-quote="Kaodi" data-source="post: 3429651" data-attributes="member: 1231"><p><strong>Wir, Therendor 18, 998 YK</strong></p><p></p><p>( Italics for mental communication and daydreaming would be good, that way you can worry less about telling me when it's just in your head. )</p><p></p><p><em>You wake up, the inn is unnaturally dark, but that doesn't seem to bother you. You leave the room, and head towards the stairs leading up to the next level. The shadows seem to reach out for you, but you evade their grasp. </em></p><p><em>At the top of the stairs, their is a long, featureless hallway, almost too long. Barely, you can make out the outline of a door at the far end, but it seems to be getting further and further away, even though you are standing still. Suddenly, you are in front of the door, reaching out to open it. </em></p><p><em>On the other side, there is a dark, featureless room, empty except for a huge bed and... Seneira. You embrace, your lips meet... and then you feel a tingling in your back. You reach back and find the hilt of a dagger embedded in your body. Frantically, you try to remove it, but Seneira stops you, her grip impossibly strong. You can feel your lifeblood ebbing away.</em></p><p><em></em></p><p><em><span style="color: YellowGreen">I warned you, Klik. I warn you, she will be nothing but trouble...</span></em></p><p></p><p>You wake up, drenched in sweat. You are startled by a large form standing over you, but it is just Verthick.</p><p></p><p>" <span style="color: Silver">Get up now, mate. You've slept the whole day and night away,</span> " he says. Verthick pulls something out of his pocket, and slaps it into your hand. " <span style="color: Silver">Barayle thinks you should make the Jump.</span> " </p><p></p><p>Now you recognize what Verthick has given you as a feather fall talisman, an integral part of the Jump. A highly illegal activity, though difficult to prosecture, the Jump involves intentionally leaping from the heights of the city, falling to the ground below with only the magic of the talisman to save you. The problem is, of course, that it is difficult to know when to activate the talisman. Activate it too early, and the magic will cut out before you hit the ground, possibly leading to your death if you're unlucky, too late and you leave a nice red smear on the cobblestones. Since the talismans are fairly expensive, the Jump is usually the province of only the children of rich aristocrats and nobleman, though occasionally a group of poor youngsters will manage to steal a few talismans in order to make the Jump. In any case, it is not an activity for the faint of heart.</p><p></p><p>" <span style="color: Silver">So, Klik, what do you say to that?</span> "</p><p></p><p><span style="color: YellowGreen"><em>Oh, that certainly sounds pleasant. I would just love to see what you look like with your insides spread out all over the ground, after all the work I have gone to, to help you rise above yourself. Of course, amassing power and wealth usually does entail some risks. So, Klik, do you choose reckless adventurism, or shall we find some different playmates?</em></span></p></blockquote><p></p>
[QUOTE="Kaodi, post: 3429651, member: 1231"] [b]Wir, Therendor 18, 998 YK[/b] ( Italics for mental communication and daydreaming would be good, that way you can worry less about telling me when it's just in your head. ) [I]You wake up, the inn is unnaturally dark, but that doesn't seem to bother you. You leave the room, and head towards the stairs leading up to the next level. The shadows seem to reach out for you, but you evade their grasp. At the top of the stairs, their is a long, featureless hallway, almost too long. Barely, you can make out the outline of a door at the far end, but it seems to be getting further and further away, even though you are standing still. Suddenly, you are in front of the door, reaching out to open it. On the other side, there is a dark, featureless room, empty except for a huge bed and... Seneira. You embrace, your lips meet... and then you feel a tingling in your back. You reach back and find the hilt of a dagger embedded in your body. Frantically, you try to remove it, but Seneira stops you, her grip impossibly strong. You can feel your lifeblood ebbing away. [COLOR=YellowGreen]I warned you, Klik. I warn you, she will be nothing but trouble...[/COLOR][/I] You wake up, drenched in sweat. You are startled by a large form standing over you, but it is just Verthick. " [COLOR=Silver]Get up now, mate. You've slept the whole day and night away,[/COLOR] " he says. Verthick pulls something out of his pocket, and slaps it into your hand. " [COLOR=Silver]Barayle thinks you should make the Jump.[/COLOR] " Now you recognize what Verthick has given you as a feather fall talisman, an integral part of the Jump. A highly illegal activity, though difficult to prosecture, the Jump involves intentionally leaping from the heights of the city, falling to the ground below with only the magic of the talisman to save you. The problem is, of course, that it is difficult to know when to activate the talisman. Activate it too early, and the magic will cut out before you hit the ground, possibly leading to your death if you're unlucky, too late and you leave a nice red smear on the cobblestones. Since the talismans are fairly expensive, the Jump is usually the province of only the children of rich aristocrats and nobleman, though occasionally a group of poor youngsters will manage to steal a few talismans in order to make the Jump. In any case, it is not an activity for the faint of heart. " [COLOR=Silver]So, Klik, what do you say to that?[/COLOR] " [COLOR=YellowGreen][I]Oh, that certainly sounds pleasant. I would just love to see what you look like with your insides spread out all over the ground, after all the work I have gone to, to help you rise above yourself. Of course, amassing power and wealth usually does entail some risks. So, Klik, do you choose reckless adventurism, or shall we find some different playmates?[/I][/COLOR] [/QUOTE]
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