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File: The Dark Star.png (205 KB, 1748x1214)
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Reawaken, O great one, thy time has come at last once more. Long left scorned and forgotten, you have not forgotten the heroes who laid low both you, your fortresses, and your dominion. Now you shall rise from the ashes, reclaim your power and reign supreme once again. Let your enemies tremble at the mere mention of your name, for you are the true ruler of this land and all lands beyond it.

Alas! For it has been too long; while the darkness has kept you safe like a cloak, it has also made you forget. Time and the dark have gnawed at you for too long. For while your trick with placing your spirit within a container might have prevented your demise, it also eroded and disembodied you.

A shrivelled shadow you thus became, ignorant of yourself. Ignorant of form, ignorant of name, what scarce memories you did have of your past mostly addressed you as 'lord' or 'master'. None dared speak it, not before your personage at the very least.

Yet you were great and powerful once, the terror of a hundred kings. Sacker of a thousand cities, master of untold legions and hordes of both disciplined blackguards and savage barbarians.
Others saw you as a god incarnate, or at the very least the high priest of a very cruel and demanding god, who was to be appeased with tributes of gold, silver and manpower. Yes, lesser princes, khans and chieftains willingly kowtowed and fought over your ever-fickle favour.

But all of that is gone now, scattered to the wind; your empire fell with you. No servant could ever keep it together. As you lay dying, you made your last desperate gambit. You transferred your soul out of your dying body and into an object.

Oh, it was a brilliant plan, an exit for just such a scenario. But you hadn't foreseen the consequences. It was long, too long, far too long for you to be able to do anything; you withered and diminished. Seething and crying until your spirit lost the ability to form a coherent face. Was this it? Would you spend an eternity in silent suffering? Forgotten and tormented by a world that had moved on from your greatness?

Perhaps not so, for as you lay in your diminished state, you watched from one of the gemstones, which were like windows, set within the object which you had chosen.
Choose an option.
Jewellery
>A ring
>A necklace
>A bracelet
Weapons
>A mace
>A sword
>An axe
Miscellaneous
>A grimoire
>A chalice
>A staff
>>
>>6299881
Good fortune thus always smiles upon you for the first time in who knew how many aeons; for the first time you began to see the light of the sun, which brought you hope anew.
The fools probably thought they had found something that they could sell at the earliest convenience for a few silver pieces, but how mistaken they will be. For little did they know that your magnificence was packed within this very artefact. But you shall be patient; see if there are suitable candidates among this group. If yes, you shall make certain to beguile them with the beauty of the gems. If there aren't, well, you'll just await someone else.

>The delicate thin fingers, both of them share them, brother and sister both, the brother with the waxed moustache, and the sister with her frilly locks, nobles then, ever eager to get a leg up.
>Five of them there are, as roady and grimy as they can be, a band of men and women both, of varying races and backgrounds. Rough and tumble adventures then, and if there's one thing you hate, it's adventures.
>Stern and sanctimonious, they stand, all wrapped in bright red cloaks with white markings: two men, warriors both, and a woman, attired in a habit, devout and innocent. Sheephounds and sheep both.
>Olive-skinned, draped from head to heel in whites and khakis, these are desert folk, hardy and resilient, with eyes that gleam against the endless sand they wander. A two men a, woman, and their camels.
>Blonde-haired, pale and cold-eyed. Savage northerners they are, clad in furs, cloth and mail, with weapons gleaming in the sunlight. A fierce trio of two men and a singular woman.
>An odd trio, a merchant fat and indolent, a scholar lean and frail, and a warrior strong and stoic, set out on a journey together to uncover the secrets of a long-lost civilization.
>>
>>6299882
>A Chalice
Nobody ever suspects the dishes muahahaha!


>Olive-skinned, draped from head to heel in whites and khakis, these are desert folk, hardy and resilient, with eyes that gleam against the endless sand they wander. A two men a, woman, and their camels.
>>
>>6299881
>A necklace

>>6299882
>>Blonde-haired, pale and cold-eyed. Savage northerners they are, clad in furs, cloth and mail, with weapons gleaming in the sunlight. A fierce trio of two men and a singular woman.
>>
>>6299881
>A chalice
>>6299882
>Blonde-haired, pale and cold-eyed. Savage northerners they are, clad in furs, cloth and mail, with weapons gleaming in the sunlight. A fierce trio of two men and a singular woman.
>>
>>6299881
>A grimoire
I suspect this will make communication easier, if we can figure out how to change our text.

>>6299882
>Olive-skinned, draped from head to heel in whites and khakis, these are desert folk, hardy and resilient, with eyes that gleam against the endless sand they wander. A two men a, woman, and their camels.
>>
>>6299881
>A bracelet

>>6299882
>The delicate thin fingers, both of them share them, brother and sister both, the brother with the waxed moustache, and the sister with her frilly locks, nobles then, ever eager to get a leg up.
>>
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>>6299881
>A staff
>Olive-skinned, draped from head to heel in whites and khakis, these are desert folk, hardy and resilient, with eyes that gleam against the endless sand they wander. Two men a, woman, and their camels.
Is this the quest?
>>
File: Map of Known Places.png (2.16 MB, 4692x4160)
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I suppose I should lock the vote, so I can whip up some drawings. The chalice and desert folk won.
Have the map in the meantime.
>>
>>6299881
>A necklace

>>6299882
>Blonde-haired, pale and cold-eyed. Savage northerners they are, clad in furs, cloth and mail, with weapons gleaming in the sunlight. A fierce trio of two men and a singular woman.
>>
File: The trio.png (195 KB, 1365x684)
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A chalice, a perfectly ordinary piece of cutlery made to serve beverages, so none would have suspected it if you were hidden in it, the red gem in the middle acting as your eye to the rest of the world. But long had been your watching, as the sands piled and piled and the lights dimmed; there was nothing to watch, nothing to see, nothing to seethe against, nothing to hate.

Yet the sands began to shift, and for the first time in, who knew how many years, you found the beaker shaking, as sound began to return to you once more.

They spoke a language you didn't speak, though that didn't block you in the slightest, for in the olden days you ripped the tongues of the peoples straight from their thoughts, and though you weren't capable of that, you were still the world's first omniglot.

As the words flowed, you listened and learnt the phonetics, the structure, and the cadence of their speech. It was a new challenge, a new puzzle to solve, and you welcomed it with open arms, eager to have something to do for the first time.

Yet you recognised the language; though it had shifted, these were Sarrindanians, an old desert people who once acknowledged you as the avatar of their serpent god, for which they eagerly paid you great tribute.

You never directly ruled these deserts, though your loyal emirs and sheikhs did; they provided you with heaps of gold, camels and Sarrindan horses. A hint of what can best be nostalgia flowed over you; these were once some of your subjects, and you would have them kneel before you once more, but you were patient, and so you took the time to take their measure.

"We shouldn't have come here, Simbar; your treasure-hunting expeditions have cost me enough in men already." The taller one, with the full beard, said he was clearly their leader.

"You worry too much, brother. Naram, we have been doing this for a while now, and we always turned a profit.'' The younger one, with a smile and a chinstrap beard, said. He seems to be the main pusher behind them going here.
>>
>>6300013
''That may be so, but your antics have already got us banned from one oasis, which is something the caravan cannot afford. There are other threats out here, and your insistence at coming here has weakened us for the journey ahead.'' Naram reprimanded his brother.

''How was I supposed to know that there would be this many wights in these ruins? Normally we can take them, and besides, there has to be something of worth here.'' Simbar then began scurrying about the room, throwing various rotten pieces of papyrus aside.

''There is a reason the caravans stay clear of the region around the salt lakes, and between the robbers, the giant desert spiders and scorpions and the jackals, we have enough on our plate.'' Naram clutched his weapon tightly.

''Yeah, yeah, yeah, I am sorry, Naram. Say, have you seen Samarda? I think I haven't seen her since the antechamber.'' Simbar asked.

''I think she went to search the smaller rooms; she said she will be here as soon as she's finished.''

''And indeed I did, brother; there was nothing of note to be found.'' A feminine voice, belonging to someone with a very light pace , echoed through the corridor. Naram and Simbar turned to see Samarda approaching with a confident smile on her face; she then did a somersault on the floor.

''Well, well, look who finally decided to grace us with her presence.'' Simbar teased, chuckling. Samarda laughed and replied, ''I like to keep you on your toes, brother.''

"You most certainly do, sister. Where you learnt that, I don't know, and you won't tell." Namar bemoaned.

So these three siblings would be your ticket to freedom. Well, best to put on a show to gain their attention before they leave.

You turned your attention towards.

>Namar, the leader
>Simbar, the explorer
>Samarda, the acrobat.

Because of the contentious vote, I am willing to make one small retcon, with a recast of votes for whether you want to be a chalice or a necklace.
>The Chalice
>The Necklace
>>
>>6300014
>Samarda, the acrobat.

>The Necklace
>>
>>6300014
>The Chalice

>Simbar, the explorer
>>
>>6300014
>Samarda, the acrobat.
>The Necklace
>>
>>6300014
>Namar, the leader

>The Chalice
>>
I am sorry, but I have already put the necklace and Samarda into writing, so I suppose I'll have to invoke the QM veto here.
>>
The girl, Samarda, is the most worthy of the bunch, you decided; someone who can do a somersault in desert garb would be a most athletic character. Even if you don't decide to return through her, she will at the very least carry you out of this place.

If she was a worthy vessel for your magnificence was something yet to be seen, but at least for the short term, any pair of legs to carry you out would do; the empire could wait, after all, you waited as well.

''Look over there, that's a nice chalice.'' Simbar exclaimed, picking it up, which made your actual vessel, the necklace, fall to the ground.

''Be careful with that cup, Simbar; you might break it if you shake it too hard.'' Namar cautioned, eyeing the delicate chalice warily. Simbar's carelessness with valuable items was a constant source of frustration for Namar.

''Ah, relax. If there was an evil djinn in it or whatever, I would have rubbed it out already.'' Simbar replied with a laugh, completely unfazed by Namar's concern.

In the meantime, you felt the fingers of Samarda pick up the necklace; it wasn't like directly being touched, but more like someone tried to touch you as if you were wearing armour – the metal wouldn't let her through.

''If he can take that chalice, then this necklace is mine.'' she said as she measured the golden chain in her hand.

''You will sell it, right?'' Simbar took on a serious tone for the first time.

''Finders keepers, slowpoke,'' she said and thumbed her nose at her.

Namar watched the exchange with a furrowed brow, unsure of what to make of the situation. Until he declared, ''Whatever, let us return to the camp for the night; we still have a long way ahead of us, and I want to be out of here as soon as possible.'' The other two complied with their elder brother.

That evening, Samarda took the necklace to her tent and examined it closely under the dim light of a lantern. You noticed there were some tools on the table, a pestle and some other things, but you decided to wait.

'What a special little thing you are. Simbar wants to sell you, but I am not so certain about that.'' She teasingly said to the necklace before putting it on.

''Well, Namar wants to be on the trail soon enough; I suppose I better go to bed before the camels wake.''

The necklace hung loosely around her neck, and for the first time, you began to feel she was asleep, and while you couldn't directly interact with her, you could do so with her thoughts. Her mind was open, and you could thus enter the fortress with the gates open.

>Try to take her measure, open her memories
>See if she'll be malleable; give her a taste of what you did in the distant past.
>Pry open her secrets, there has to be something you can use.
>>
>>6300014
I like the art.

On the one hand Simbar is an explorer so hes probably knowledgeable. A strong fighter? Eccentric enough to be drawn into an adventure for thrills or riches. Gets himself into trouble.

On the other hand Samarda. Shes good at stealth, athletic. If she went off on her own in a dungeon she must be fairly confident in her skills. Secretive which is nice that she might not blab, or that it won't be strange if she continues to be quiet.

Namar seems like he could be the hardest to convince, with men and money. Although if being this Serpent God is worth something maybe hes the religious type.

Will we actually take a body, influence them, speak to them. Take over one of the brothers and see how close we can get to the sister.
>>
>>6300080
>Try to take her measure, open her memories

Is second option like a wife to the Serpent God kind of proposition like appearing in her dreams, or more like Yami Yugi season 0 mind crush
>>
>>6300080
>>Try to take her measure, open her memories
>>
>>6300084
Opening her memories is more like seeing where she comes from and what's she like.

Seeing if she's malleable is you seeing if she is susceptible to the appeal of (re)building an evil empire, essentially.

Do mind that you don't get to play puppet master right away; that takes time.
>>
>>6300087
Thats fine, just getting a feel for who she is and where we are is good.
>>
Roll a 1d100, [DC80] To slip through her mental defences.
>>
Rolled 3 (1d100)

>>6300098
>>
>>6300084
Do mind that the cult of the Serpent God has lost a lot of its power in your absence, but it's still around here and there, nor was it the only cult you sponsored.
>>
>>6300081

Thanks, they're supposed to be vaguely berber/bedioun with pre- and post-Islamic aesthetics, which is why they have vague semetic sounding names.

Naram has been around the sand dune once before, and know his way around, Simbar has been turning over rocks since he was little, nearly died when he was stung by a scorpion, lastly Samarda, wasn't always part of the caravan, she joined her brothers quite recently.
>>
Rolled 31 (1d100)

>>6300098
damn thats some defense shes got
>>
>>6300109
Simbar has similar, as both of them aren't used to having their mind being pried open, Namar, being a hard desert nomad, has better mental defences.
>>
>>6300098
This is still the lower the better, btw.
>>
Rolled 54 (1d100)

>>6300098
>>
>>6300117
Oh lower the better, well okeydokey. Is there a crit range?
>>
Rolled 36 (1d100)

>>6300098
Well, that 3 probably was good enough, but maybe I'll get a crit.
>>
Rolled 57 (1d100)

>>6300098
>>
Rolled 28 (1d100)

>>6300098
>>
Rolled 70 (1d100)

>>6300098
damn, we need a high roll
>>
File: The City.jpg (183 KB, 1200x900)
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You peer into her mind, brushing past what minute mental defences the natural paranoia of man grants them. You slip past them unnoticed, which allows you to take a deep dive into her memories and thoughts to see if this girl is all she says she is.

The mind is often said to be a labyrinth of thoughts, memories and emotions, but you navigate them effortlessly. You had done this before, and though it wasn't the most fun method of interrogation, it was one of the quickest around. Very clean too, if you knew what you were doing.

And what's a better way to start than with her childhood? Peering down into it, the first thing you see is the cool, secluded piece of a Near Eastern house, with its small windows. The image shifts to a young girl playing with a doll in the corner, her dark eyes full of curiosity and innocence.

That must be Samarda, still a wee lass at this point. Walking about, you find that both her parents were out in bed, ridden with a disease that would be fatal; that much you concluded when you saw the next memories.

Out on the street alone, parents dead, brothers out in the desert, and the servants took the house for themselves. Samarda thus spent the next days on the street, stealing food and other things; she's quite lucky to have never been caught.

What an ever unfortunate set of circumstances, you wanted to laugh, for misery always is a good source of entertainment, but then an old woman entered the story, talking about how her father once helped her, so now she would help her in kind.

The crone was a poisoner; of that much you were certain when you saw the insides of her home. Rows upon rows of poisons of various kinds: the slow, the fast, the painful, and the painless, all neatly organised on shelves and tables. And what's more, the emblems upon the hags' recipe books were quite clear to you. A golden serpent poised to strike, and a spider spreading its legs out in an octagon. Others had lost themselves to time and wear, but you knew the meaning of these emblems quite well: the cult of the snake god and the eightfold weaving path.
One is a cult dedicated to a vague conception of you as either their avatar or their high priest, if you remember correctly; the other is a cabal of sorcerers who believe in the power of geometric shapes and patterns to channel magic.

The hag herself turned out not to be a former snake cultist, as you had expected, but a member of an offshoot that had turned away from your worship and back into a more traditional manner of worship that was common before your coming.

That did explain some things; those snake cultists used to tattoo themselves with snakes to prove their dedication. They would also ritually drink their poison as a form of communion with their deity.

The hag, however, had no such markings and seemed to disdain the more extreme practices of her former brethren.
>>
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>>6300402
And for that, I would have you flayed. You thought as you saw the girl train with poisons, daggers, bows, and throwing daggers.
Her brothers had come by every now and then, and when she was old enough, she went with them into the wider desert, leaving behind her old home. When the day dawned, you were thoroughly satisfied with your shifting through the sands.

You had gained a toe in the door of Samarda's mind, which will allow you to send small, one-word messages to her, more a whisper than a command or suggestion, which will require more finesse and patience.

The following morning, the trio had packed up the camp, together with the rest of their companions and guards, and set off back on the desert trail. You came upon the crescent of a sand dune, and Namar explained something to Samarda.

''Over there, beyond the tomb we raided yesterday, in the distance are the twin salt lakes; no living man has set foot in there for over a millennium. Beyond that, it is rumoured, lies the valley of the kings, where untold riches and danger lie buried; none have gone there and returned.''

''Best we be off; the great desert spiders have been lessened in numbers, but they can be dangerous, as can the scorpion and other creatures. Up north there were a few demons who escaped the gaze of the westerling guards meant to keep them where they belong.''

Samarda was still somewhat new to this caravaneering business, so she had a few questions here and there.

>Where are we off too?
>Great Spiders?
>Demons in the desert?
>If this is so dangerous, why do you keep doing it?
>Write-in.
>>
File: Walkin through the sand.png (232 KB, 2478x795)
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And here is a version where the dark lord provides some insightful commentary.
>>
>>6300406
>Spelling mistake
Fuck's sake
>>
>>6300404
>>Where are we off too?
>>Demons in the desert?
>>
>>6300404
>Demons in the desert?
>>Great Spiders?
>Write-in.
Spider silk could help cover some of the losses. Imagine a whole outfit of spider silk. Maybe we'd even find another oasis or outlying tomb.
>>
File: Map of the south.png (773 KB, 3370x2028)
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''Tell me, brother, where are we off to? Your caravan must have come a long way already," Samarda asked her brother.

''The next major stop is the city of Almurbah, capital of the Azamoranid Sultanate. I hope to sell most of the cargo there.'' Naram explained.

''As you can see, we're near the Great Salt Lakes. I've made out the route already travelled in black; while in red you can see the places we have yet to see. From Almurbah, we'll travel on to the port city of Qasir, known for its bustling markets and sea. Then we'll go to our furthest point west, near the trading post of Araq, before we shall turn east, to the great lake of Hayra, where we'll stock up on water. Our last stop before we return to where we started is the tower-fortress of Minatyr, where we can sell the last of our ware, I hope. The westerling knights there always buy.'' He added the last part glumly.

The silver tower of Minatyr is interesting; no such structure was there in your time. Before you return in full, you should make certain to scope out what has changed here and there. From the top to the bottom.

''Naram, why do I have the feeling that those knights are related to those demons in the desert?''

He narrowed his eyes. "Because they are; ask Simbar for more details if you wish to satiate your curiosity."

Simbar was more than happy to oblige. ''Over the northern mountain range lie the demon hills. They are usually kept in check there by the order of the silver flame, though one or two do slip through sometimes. We do not know where they come from, but the priests there say they are a stranded remnant of an invading army, not yet cleaned up, as their portal was apparently closed.''

He cut himself off when he saw Naram looking at him. "Don't look at me like that; I read it in a book once. Those priests there are more than happy to explain it to you."

Oh They might not know where they come from, but you knew better. Lowly, vicious little creatures, who you would gladly let serve in your armies if it weren't for the fact you needed to keep them on a short leash, and they were never particularly loyal. And you had some idea of what had been going on here. A demon got it into his head that he could invade this world and rule it, but that wouldn't do. A dark lord doesn't brook pretenders, demon, mortal or otherwise.

But Samarda had already changed the topic.

''What about the great spiders?'' she asked.

''They're a rarity these days; most can stay in hibernation for up to four decades, so whenever one emerges, the nomads hunt and kill it before it can mate. The last one was seen three years ago near Almurbah, but it was killed before it could cause any harm," he replied. Samarda nodded, her curiosity satisfied for the moment.
>>
>>6300472
Though it was a few hours before she had another idea.

''Spider silk could help cover some of the losses. Imagine a whole outfit of spider silk. Maybe we'd even find another oasis or outlying tomb.''

For the first time since you had first seen him, and Naram seemed bemused.

''You have a mind for business, young lady. But nobody knows whether the great desert spiders make silk; nobody has tried before. Ugly beasts, nobody would touch them with a ten-foot pole. As for your other question, I would much rather have a quiet, boring trip, thank you very much.''

Naram's scepticism didn't seem to deter her. She was taught about the usage of dangerous creatures, so how could this be any different?

The great spiders, interesting creatures you found frustrating to work with, had three varieties known to you: the forest, desert, and cave versions. Unfortunately, most of them weren't usable in warfare. Trying to use their wall-climbing abilities led to the beasts being pelted with arrows and burning oil, which it really couldn't handle.

The days went by quietly on the sand dunes, as the siblings led their caravan to the next point. You had, of course, tried to make use of your newfound whisper, but the fact that you could only speak one word made actually speaking to her quite challenging.

The vast desert landscape seemed to stretch endlessly before you, making it difficult to predict when you would reach your destination. That was, of course, until in the distance, camels with black riders upon them started to appear: desert raiders!

Finally, some action and bloodshed; that is what you have been missing. The brothers, of course, drew their weapons, ordered their guards forth, and ordered civilians back. Samarda herself fetched a bow from a roll upon the camel's back.

Your power had increased, of course, and with the imminent violence, you felt it surging. You had enough of the stuff to either help, sabotage or abandon her; for the first time, you had freedom of action.

>Aid her in her archery
>Sabotage her, so you may change hands by falling into the hands of the bandits.
>Sap her at first, then pose as a friend, impose a deal, and then aid her.
>Do nothing; wait it out. You want to see the bloodsport, not participate in it.
>>
>>6300473
>>Sap her at first, then pose as a friend, impose a deal, and then aid her.
>>
>>6300473
>Sap her at first, then pose as a friend, impose a deal, and then aid her.
Let the weak perish and the strong survive
>>
>>6300473
>Sap her at first, then pose as a friend, impose a deal, and then aid her
>>
Now would be the time, the time to strike; a sudden ache in the muscle here, a little sapping of the strength there – it might be a tad dangerous, but this would be your way in, by revealing yourself in a manner where she shall believe you a friend, an ally, an aiding entity that can help her in her time of need.

The desert raiders rode on their camels, spears ready to strike. The brother and their guards rode out to meet them. Samarda remained behind, pulling back her bow.

But things wouldn't go that smoothly.

''Ah!''

With a high-pitched scream, she fell from her camel. Landing on the scorching sand, she clutched her leg in pain, thinking she had been struck by an arrow.

Naive child, you have far more to worry about than your leg.

With a second she was holding her head in pain as well; it was an intense but soporific pain, one that would allow you to re-enter her dream. While all around you the battle raged, but that was a good thing; the bravery, fear, anxiety and bloodlust would feed you while you poked around in her mind. Hopefully nobody would disturb her before you were done.

Within her mindscape, you found her half-buried in the red sand, a subliminal sign of what she thought of this battle, you guessed. You remained out of sight for now. The actor must choose his costume most carefully after all.

As what shall you pose?

>The great serpent, the god of the snake cultists.
>Mirror her own visage, but make it more perfect, more regal, more powerful.
>Pose as a friendly fire spirit of the desert, here to cut a special deal.
>An old disguise of yours, the ancient sun-god Waraw-Ra.
>Pose as a charming, handsome and foreign nobleman.
>Drop the pretences; you shall reveal yourself in full.

How shall you approach her?

>Keep the friendly appearance; insist that you're only here to help.
>Make a half-truth, vaguely telling her you have the power to save her loved ones.
>Make it very clear that she can only survive with your aid; impose it upon her.
>Beguile her; give her visions of all that she could do with your 'help'.
>>
Rolled 69 (1d100)

>>6300571
Since you will be in there for a while, I should see what will happens in the outside world with a roll.



1-20: The caravan fights off the raiders with ease.

20-60: The caravan stays intact, but one of the brothers is injured.

60-80: While they have been fighting, one of the brothers won't survive the aftermath.

80-100: Everybody is dead, and the bandits have you captive.

>>
>>6300571
>Mirror her own visage, but make it more perfect, more regal, more powerful.

>Beguile her; give her visions of all that she could do with your 'help'.
>>
>>6300571
>>The great serpent, the god of the snake cultists.
Well shes got the connection even if its the wrong branch.

>>6300576
Is the battle already over? I'd have thought it would be a much more tempting deal if she thought she needed it to swing the battle lol.
>>
>>6300585
No, it's more about what shall happen to her brothers than the actual outcome.
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>>6300587
Perfect
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>>6300571
>>Drop the pretences; you shall reveal yourself in full.
>Make it very clear that she can only survive with your aid; impose it upon her.

We are the dark lord who will reclaim our our glory pretending to be anything orhwrsie is a mark of shame.
>>
>>6300571
>The great serpent, the god of the snake cultists.
>Beguile her; give her visions of all that she could do with your 'help'.
>>
>>6300571
>The great serpent, the god of the snake cultists.

>Make it very clear that she can only survive with your aid; impose it upon her.
>>
>>6300571
>The great serpent, the god of the snake cultists.
A convenient and familiar disguise.
>Make a half-truth, vaguely telling her you have the power to save her loved ones.
>>
You begin to take form, from the formless dark cloud you usually are into a different creature. You feel yourself elongating as what usually forms your ghost limbs disappears; you grow longer and longer. Great fangs grow in your mouth; your eyes change from the red figments they were to the yellow of the serpent. Your scales glisten in the dim light, reflecting the sinister nature of your transformation. As you slither through the shadows, you quickly bury yourself in the sand; it is nearly time to strike, and like your wildlife counterpart, it shall be sudden.

This mindscape is an apocalyptic thing, with red sand and a sunless red sky, and in the middle lies Samarda, alone and horrified. ''Naram, Simbar, anyone, please! Where am I? What is this?'' She yelled as you snaked under the sand.

The only response she received was the eerie silence of the desolate landscape, broken only by the sound of her own frantic breathing. You had a plan ready; you would first beguile her, show her what could be hers if she would but accept your aid, and then you would move on to show her the battle was already lost (it wasn't, but she didn't know that) and that the bandits had already robbed her blind and left her behind in the desert.

You had used this guise before, to trick one of the first high priests into serving you; it had been effective then, and it shall do its trick now as well.

"The sands are red, as is the sky." Samarda asked, ''Is this the afterlife? Am I dead?''

"What you are isn't of relevance now, child of the desert." You replied with a smirk. "What matters is that you are in my domain now."

You remain hidden for now, so she asked. "Who are you?"

"Thou hast seen me before; thou hast partaken of the knowledge reserved for my initiated, for the heretic that provided you with this knowledge has escaped my wrath." You answered cryptically, rolling up your snake body to jump out of the sand.

''What, no i-'' You cut her off then and there, jumping out from the sand with a furious hiss, your yellow eyes glittering, your black scales glistening.

"But I am a just god; thou couldn't have known you were getting knowledge from a heretic. For that, I shall grant you my mercy. And mayhaps, my favour, for I am a generous lord as well." With a flick of your forked tongue, you awaited her response with an air of authority and power.
>>
>>6300667
She seemed stunned, lying upon her side as you had emerged. So you started to circle her, drawing your coils tighter. The fear in her eyes only delighted you even further; one snap, and it would be over. You deliberately drooled some poison onto the sand for extra effect.

''Just imagine all you could do with my help; we could exterminate the raiders, bring peace to your land, and go onto even greater heights. In days past, the pharaohs long forgotten asked for my blessing, as did the sultans. Just imagine how far you could make it with my blessing, from urchin to emira to sultana to malikat almalakat, a queen of queens. You reared your head close to show her images of empire, conquest, wealth, and opulence; her eyes turned golden from it.

You then turn to directly face her. "For if thou doesn't, thou might spend thy last days among the jackals, eaten alive. The battle outside goes poorly for thy brethren; thou shalt be fed to the jackals for entertainment or sold into slavery. And I would consider a life in slavery about as much a death sentence as actual death; these deserts only reward the strong and the clever. The question to you, child, is thus: will you be strong and clever enough to take that which shall make you mistress over the sands, or shall you be craven, and wither and die, forgotten and unmourned?'' You said with mocking venom.

Roll a 1d100, the lower, the better, bo3 [DC 65]



Crit-fail = You awakened something, something you loathe.
0 success = Samarda dares to defy you, and denounces you, though she doesn't know where you come from.
1 success = A hard bargain is struck; Samarda doesn't trust you but is willing to accept some help, but is keeping a close eye on you.
2 successes = She somewhat, but not fully, trusts you and is willing to work together.
3 successes = She fully trusts you and shall strike a bargain allowing you to plunge deeper into her soul.
crit-success = Earning your first soul: Samarda almost throws her devotion at you and shall start to quietly worship you.
>>
Rolled 38 (1d100)

>>6300670
>>
Rolled 28 (1d100)

>>6300670
>>
Rolled 37 (1d100)

>>6300670
>>
3 Successes with all rolls under 65? Pretty good
>>
We are good with the ladies
>>
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"I, I, I am not certain, my brothers…they," she stammered.

"Thy brethren might be in mortal danger; if thou dalliest as thou dost, it might be too late."

She looked down upon the blood-red sand, closed her eyes, and muttered. "Very well, oh great serpent, I will trust you on this. Now could you please help me?" The desperation was palpable.

You began to shrink; the big serpent form might be good for intimidation, but this required a more finesseful measure of size. You shrank to about the size of an adult man, big enough to look down upon her if you so wished, but small enough that you could begin the process.

You plunged the end of your tail into the sands and produced from them a simple glass. You raised it to your mouth and filled it with venom from your fangs.

''I have no need of an offer on thy part, not yet at least. I would only ask that you partake of my essence and experience the power that courses through my veins.'' you hissed, offering her the glass. She hesitated, unsure of what to do next, but the first sip was followed by a deeper gulp as she felt a surge of energy flow through her body. The taste was bitter, but the strength it provided was undeniable.

''It tastes horrible, but why can't I stop drinking it?'' She asked as she took another drink. She was beginning to tremble, a good sign for you, that is.

"Now, now, my new novice, it is important that you drink until the very. Last. Drop."

She did not respond, for she collapsed once more, and the mindscape began to dissolve around you, leaving you a formless spirit once more.

Though it was of no heed to you, for in the real world, for the first time in who knew how many aeons, you felt the sand upon which the body was lying; the first thing you did was to brush off all the sand that had gotten inside her clothes before trying to find your footing.
This was an adequate body for the time being: lithe, athletic and flexible. It lacked in natural strength, but that was something you could easily 'compensate' for.

''Wait, the girl, she started to move again.'' One of the bandits commented. You didn't know where the brothers had gone off to, or where you were, but that's Samarda's problem, not yours. You were for a very different purpose; you rose up. Looked the two closest to you in the eye, and lunged forward.

"Wha-Ugh" With supernatural speed and strength you slashed the throat of the first man with your bare nails, then plunged the other hand in the other raider's chest, clutching his heart. Finally, after you were able to take lives one more time, your mind was empty, empty but for one thing, one thing that would drive your first foray into the physical plane, that you would KILL
>>
>>6301028
With a primal scream, you pushed her body forth and further; you would feast upon the souls and blood of these wretches. Your eyes glowed with a feral light as you revelled in the power coursing through your veins. The taste of blood on your lips only fuelled your insatiable urge for destruction.

"Desert devil! It's a genuine demon in human form!" Someone shouted, but you paid no heed. You were consumed by the thrill of the hunt, ready to unleash chaos upon the unsuspecting world.

The more of the desert raiders you killed, the more started to flee; more and more of them would take to their heels as they fled before you. Samarda's once-white scarf, veil and coat had been stained red with the blood, as you indulged your own savagery.

Though you had no mirror, you most certainly had blood all over your face as well, for it dripped richly from your hands as well.

It took you a few hours, but the enemy was driven before you, and with it, you began to tire as well; you couldn't claim permanent control of her body as of yet. But that would come, or perhaps you would find a more worthy candidate to act as a vessel for your greatness.

Still, as you retired and Samarda began to regain control, her lucidity returned as well. Though she had not been witness to what you had done, she most certainly would put two and two together.

In parts of the battle that had preceded your awakening, one of the brothers of Samarda had at one point been struck down most severely and would most certainly die this eve.

Which of the brothers was fatally wounded?

>Simbar
>Naram

It would be a futile effort; there was not a single capable healer about here. If Samarda wished to save her brother, which she most certainly would, she would need to turn to you.

>Help her unconditionally, to further her trust.
>Help her, but make the process painful to drive a wedge between the siblings.
>What do you care for this? Let the peon die; they serve no purpose to you.
>I shall not give her the solace of healing her brother, but the prospect of revenge against their killer.
>>
>>6301029
>Naram

>Help her unconditionally, to further her trust.
>>
>>6301029
>Naram
>I shall not give her the solace of healing her brother, but the prospect of revenge against their killer.
>>
>>6301029
>Naram
>Help her unconditionally, to further her trust.

This way we could get all three of them under our control
>>
>>6301049
+1
>>
>>6301029
Ah that must be where the poison drinking custom started, cause he does this theatrical poison drinking to give her power lol

>Help her unconditionally, to further her trust.

Deepening her trust. Naram will be grateful to her for saving his life so we have more influence on where the caravan goes. Eventually we could show him that 'we' saved his life. Saved Simbar's brother too, and it seems like Simbar is the one who got them to deviate a bit to check out the ruins we were in so he might blame himself a bit.
>>
Alas, while Samarda was regaining consciousness, the rest of the remaining caravaneers weren't scurrying to her side but to the aid of her elfer brother Naram, who had been mortally wounded; he was the bravest one and had led them in the countercharge against the raiders. And how the fool paid the price for not sacrificing his minions.

By the time that the Samarda had rejoined the rest of the group, you decided to remain on the backseat for now, until she asked you to intervene, which she most certainly would.

''Samarda, what happened to you? You're stained with blood.'' Simbar, the other brother, had lost his usual nonchalance.

''Never mind that; I'll explain it later. Where's… 'Oh no, please no, no, no, not Naram.'' The woman immediately fell to her knees, bowing over her brother. Crying ever so softly, she whispered, "Please no." She then closed her eyes, for she would come, come seeking your aid.

Great snake spirit, I beseech thee, save my brother, please. You saved us before, haven't you?

The puppets are beginning to stitch on their own strings.

I shall help thee, for I have told thee I am a generous god, and thou shalt bear witness to my charity. You duly spoke, taking on an air of feigned concern.

Hold your hand over his wound; I shall do the rest. You instructed her.

Thank you, oh thank you, oh great spirit. I shall grant you my eternal gratitude and include you in my nightly prayers. '' So you have gained a spot in her personal pantheon; now you just need to kick out the others.

She held out her hand over Naram's wound, and you held out your dark appendage and healed his wounds. The mortal would likewise be infected with a small trace of your venom, not enough to immediately ensnare him, but enough that you might 'persuade' him when it comes to giving Samarda leeway in matters.

Before the night was over, Naram reawoke, unaware of what happened, while you had partially hoped Samarda might start to preach about your miracles here and there; she wasn't the type for it. One of the other two might make for a better mouthpiece; it remains to be seen.

With the caravan on the move once more, you came out of the heart of the desert, with its dune seas, onto more flat, arid land. The sun beat down mercilessly, casting long shadows across the barren landscape as the caravan continued its journey towards its next stop.

It was still a rather boring experience; no tombs to raid as of yet, but that would come. It wasn't like every grain of sand was hiding one. And unlike the mortal adventurers, you could peer beyond the sight of the eye and see what could not be seen. They would pass by a ruin soon enough, and Simbar would pester Namar, and with your influence and that of Samarda, he would allow an expedition.
>>
>>6301189
This caravan was the reason you were free once more, but unless you gained control over it, they would repeat the same cross-desert pattern over and over. That is, of course, if you want to stay with the caravan or in the desert in general; at any rate, you should keep your options open.

>One by one, I shall enthral them; that shall give me proper freedom of action.
>I should wait until we're at Almurbah and see if there are any cult hideouts.
>I couldn't care less about this caravan; if it falls apart, so be it, but I need a ticket out of here.
>>
>>6301175
The snake cult was originally a relatively 'normal' mystery cult, until you came along and put some funny ideas in the heads of the leadership.
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>>6301190
>>One by one, I shall enthral them; that shall give me proper freedom of action.
>>
>>6301190
>One by one, I shall enthral them; that shall give me proper freedom of action.
Seems fine to me. A caravan can move around looking for prospects, spread the word, start a small sect where we stop and move on. Maybe come back to it later and see how its doing. Tombs might have goodies.

>>6301192
True whats the point if you cant roll with some funny ideas.
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>>6301190
>I couldn't care less about this caravan; if it falls apart, so be it, but I need a ticket out of here.
I ain't looking to 'first girl" these jabronis.
>>
>>6301190
>One by one, I shall enthral them; that shall give me proper freedom of action.

We need latitude
>>
>>6301190
>I couldn't care less about this caravan; if it falls apart, so be it, but I need a ticket out of here.



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