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Posted: Mon Apr 02, 2012 10:17 pm
DAY ONE  Making a good impression with lower life forms aka etiquette
You find yourself standing in a precisely manicured field, pristine green grass stretching out in front of you for what seems like miles. A gaggle of large flightless birds stand in the shape of a horseshoe, a few of them already engaged by other Amityville students. A horseman of Conquest approaches you, her deep olive hair serving to help camouflage her in the surrounding foliage.
"Greetings. You may call me Rucha. Today you will be working with the adara." She sweeps an arm toward the birds, her long sleeves trailing through the grass at her feet. "On the whole, members of this species have a lot in common with humans as far as temperament and intelligence are concerned, so you should have no trouble getting them to tolerate you." She frowns and looks you up and down. "In theory." Rucha moves to one side, allowing you to step past her.
"Take this," She hands you a list of instructions. "Choose a bird, and make an effort to earn its trust."Instruction One First, you must bow to the adara to show it you mean no harm. Try to at least act sincere.Roll 1d4.1: Your bow is suitably impressive. The adara inclines its head and drops a feather. Perhaps it will be of some use later. 2: The bird screams in terror and pushes you to the ground before running away. You fail. 3: You don't make proper eye contact at first, but soon your adara is nuzzling up to you anyway. It seems you have a natural affinity for dealing with the beasts. A future as a DETH representative might be in the cards. You also obtain one feather. 4: You bow, but it's kind of a weak attempt. Still, your bird responds. It doesn't seem terribly enthusiastic about the whole situation though. You pass. Instruction Two Next you should offer the adara a refreshing drink of water or a salted cracker.Roll 1d6.1: The adara nibbles at your cracker, then turns away and starts to graze on the leaves near its feet. You pass, but not by much. 2: After you've fed your bird its snack, the adara puffs up and begins to gag. You've failed the challenge, but you do obtain a feather as a result of its misery! 3: Your adara drinks its water daintily, then allows you to pet it. You pass and you get a feather! 4: Sadly, after your bird eats your cracker, it quickly moves on to the next student, letting them pet it and collect one of its feathers. The two timer! You pass. Eventually your adara wanders back. 5: The adara in front of you ignores your cracker, but another animal wanders over to eat it instead, giving you one of its feathers in thanks! You pass. 6: You drop your water and crackers, watching in dismay as a passing bird tramples them. You fail. Instruction Three Ask the adara something about itself, listening attentively when it answers, even though you can't understand a word of its reply.Roll 1d6.1: You ask the bird to tell you where it was born and it responds with a happy trill and a long, drawn out bird story. After a while, you begin to get bored. The adara stops mid-chirp, gets up, and waddles away. You fail. 2: The adara looks on in confusion and dismay as you try to stutter out an interesting question. You fail. 3: Your bird is pleased by your question. It sits down and shares a tweety tale of intrigue that you manage to remain bright-eyed and alert for. You pass. 4: Your question frightens the adara and it leaves your vicinity with a shiver. Its shaking causes one of its feathers to fall nearby. You fail. 5: In an effort to seem like you care, you ask your adara a very personal question that it refuses to answer. You fail. 6: You've coincidentally hit on your adara's favorite topic of all time, and even if you can't understand what it's saying, it's still pretty entertaining. You listen as attentively as you can, and are awarded with a feather for your trouble. You pass. Instruction Four Lastly, tell the adara a secret. These animals love to think they're up on the latest gossip.Roll 1d4.1, 2: Your secret is a sad, boring one that nobody cares about. You fail. 3: The adara listens, rapt, as you tell it a little-known tale of intrigue and madness. When you're done, it drops a feather at your feet. You pass. 4: Everybody knows that secret! The adara shakes its head, accidentally dislodging a feather for you to keep. You fail. Horsemen Points For each feather you have (up to three) at the end of this test you may claim a Horsemen Point.
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Eight rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Mon Apr 02, 2012 10:18 pm
Choose a bird? That wasn't so hard. Junko smiled at the first one that made eye contact with her, gesturing for it to come closer. It obliged, though cautiously. "Hello~. It's alright. I won't hurt you." She said in a gentle voice.
"You must first bow to the adara to show it you mean no harm. Try to at least act sincere." Rucha said, watching the ghoul. Junko made a sound of understanding. Bowing she could do. She was good at bowing. Unfortunately what she had not expected was for her heavy, lifeless braid of hair to fall in a way that nearly knocked her over with its weight. She wasn't expecting it and stumbled, squeaking and barely managing to stay in a proper bowing position.
The adara blinked, and Rucha winced a little at the display. Junko's cheeks flushed. She was good at this! She swears! The adara didn't seem afraid, however, and returned the sentiment with much more grace than Junko had. She sighed with relief and slowly stood.
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Eight rolled 1 6-sided dice:
3
Total: 3 (1-6)
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Posted: Mon Apr 02, 2012 10:21 pm
The introductions carried out, a servant approached Junko with a small tray. On the tray was a saucer of water and a small stack of crackers. Eh? "Next you should offer the adara a refreshing drink of water or a salted cracker." Ohhh, okay. Hmm! Junko eyed them thoughtfully. A cracker would be messy, so she would choose the water. Gently lifting the saucer from the tray, Junko held it out in offering for the adara.
"For you." She told it with a gentle smile. The adara eyed her skeptically for a moment before bowing its head down to drink from the saucer. Once it was empty it bumped its head against her hand. Oh hey! Her foxes did that! She knew what it meant! Trying not to get too excitable, Junko gasped quietly with delight as she pet the adara's head, accidentally brushing a feather off. The adara didn't seem fazed, in fact it plucked the feather off the ground with its beak and offered it to the ghoul. She smiled. "Thank you very much."
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Eight rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Mon Apr 02, 2012 10:23 pm
Almost there! The professor instructed her next that they would converse, with the adara doing...well...all of the talking. But Junko couldn't understand a word the adara was saying. Nevertheless she was eager and attentive, making what she hoped were the right responses and reactions.
Things were going well until she noticed on of the adara's feathers on its neck were ruffled in a way different from the rest of its body. They seemed almost...damaged. "Ah, your feathers..are you alright?" Junko asked with genuine concern, looking up to see both the adara and Rucha had tensed uncomfortably.
Oh, no. Did she saw something wrong? Junko bit nervously on her lip, watching as she adara snorted and stormed away without another word.
"...Perhaps another time. Think over your words before you speak them, young miss." Junko frowned. Damn. Junko bowed one last time, watching the adara mingle with its kind before giving the professor a proper goodbye. She then turned and left.
((EARNED ONE POINT))
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Posted: Wed Apr 04, 2012 9:38 am
DAY TWO  Dance: Performing Arts
Those who had taken Week 1 of the Clan of Conquest's class might recognize the female seated on the chair in the room; in front of her was a Guzheng. Standing on her left was a horsewoman who was dressed like a servant ghoul holding a Pipa, and on her right stood a horsewoman who looked like she was of the same age as the servant ghoul, but was dressed in clothing that looked more colorful and decorative.
"Welcome. I am Zhang Liulian, but you may address me as Professor Zhang. Traditionally, dancing is an art form reserved for females, but in recent years, even males had taken up this art," She explained, giving you a small smile, "It requires flexibility, a quick reflex... It is not as easy as you think it might be. In fact, it requires years of practice to get dancing down. Here, let my disciple show you." She turned to the ghoul on her right and gave her a nod; immediately, the young ghoul brightened up, moving to the space in front. When Professor Zhang started to play the Guzheng, accompanied by her servant's Pipa, the young ghoul performed a dance so entrancing, it probably kept you captivated.
"Same say that dancing may even lift your spirits and heal your soul... Why don't you find that out for yourself, child?"Quote: Time to dance!-> Roll these in separate posts and RP it out! -> It's more fun with friends. >_> Step 1: Costume : Just describe/post/draw it!-> Keep it CHINESE. -> Not Asian... CHINESE. >| Google it! -> It can be from the Huns as well. As long as CHINA. Step 2: Picking a prop from a "blind box" : 1d41 : Paper fan 2 : Streamers 3 : Nothing 4 : A long strip of thin fabric...? -> Remember to use what you got with the prompt below! Step 3: Now you dance : 1d201 - 6 : You tripped over your costume/foot/flat ground/etc and failed. 7 - 11 : You were a little out of pace with the music, but at least you tried! (1 Horsemen Point!) 12 - 15 : You were one with the music, but... Your dance wasn't exactly that graceful or captivating. In fact, are the Horsewomen giggling at you?! (2 Horsemen Points!) 16 - 20 : You did well for a beginner! It seemed like you had earned a genuine smile from the Horsewomen! (You obtain 3 Horsemen Points!) Horsemen Points - You win 3 horsemen points for completing step 3/ rolling 16 - 20 (after finishing all other steps fully)!
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Posted: Wed Apr 04, 2012 10:19 am
Despite her accidental failure at etiquette, which she would be reviewing later and attempting again, Junko was excited to try another class. Performing arts! Another thing she could do! This island was just getting better and better. She loved it. She loved Conquest. Did she have to leave? Why did she have to leave. She didn't want to leave. Sigh. Something else that made her excited was that Invictus had helped again what is even going on here. He had surprised her with a dress for this particular lesson, one rather similar to the style she already wore on a regular day. It was long, pink, trimmed with soft gold satin and flowers. Long, billowing sleeves like she was used to, a sash, flowers for her hair..it was perfect. She wanted to wear it on a regular day! The dress was longer than she was used to, however. Hopefully she'd do alright. She bowed for Professor Zhang as she arrived, standing straight again and looking curiously to the servant ghoul beside her, as well as the instruments. Dancing.. ...Junko wasn't very good at dancing. Couldn't she sing instead? Nevertheless, Junko remained smiling and stepped aside to watched the young servant ghoul perform a dance that...oh wow. That was beautiful. Her eyes widened and her jaw nearly dropped. Oh, wow. She could never dance like that. Lift her spirits and heal her soul? Wow! Um..okay! Yes, she could do this. Her cheeks were already pink with the nervousness she was trying to not to show, clearing her throat a little. "Ah..uh..yes, Professor Zhang." You can do this, Junko.
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Eight rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Wed Apr 04, 2012 10:20 am
A prop, a prop. Junko hummed thoughtfully as she looked them over. She didn't usually dance, and she especially had never danced with a prop. Streamers? No. Fabric? No, she had enough of that. She'd just trip on the--
Oh. Oh.. Those fans were lovely.
Junko plucked up a pair of paper fans, breathing deeply to calm her nerves before stepping out into the space. "O-okay. I'm ready."
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Eight rolled 1 20-sided dice:
17
Total: 17 (1-20)
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Posted: Wed Apr 04, 2012 10:25 am
The music began to play, and Junko tensed. No! You can do this Junko. She just wanted to see if you could even...try. Just try. That's all you need to do.
Try.
Taking a deep breath, Junko closed her eyes. Pretend you're alone, Junko. The music is playing from your music player at home in your dorm at Amityville. She snapped a fan open and swept an arm around, her body following it. She spun on the ball of her foot in a full circle and then took a step to the side, twirling again. This was fun! She could do this! Use the fans too, Junko. Yes. This...this was great! She could do this all day!
It wasn't long before Junko was smiling again, her eyes open as she watched the way her dress moved. She giggled, really enjoying the dance just as the music stopped. Wait! Why did the music stop? Junko stumbled to a stop, nearly tripping on the skirt of her dress as she turned to look to Professor Zhang. She was smiling.
"Very good." She complimented. "You did well."
Junko was shocked. "Really? I...thank you!" Junko gasped, bowing for the horsewoman. "Thank you so much!" She giggled, putting the fans away. She exchanged goodbyes with the clanswoman before she hurried off, eager to tell Invictus and the others about her passing.
((EARNED THREE POINTS))
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Posted: Fri Apr 06, 2012 12:39 am
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Posted: Fri Apr 06, 2012 11:04 am
DAY FOUR KUMIKO: While the ceremony of Kodo is a complex one and may take years to master – upwards to 30 being the quoted amount – it seems that the Clan of Conquest has taken it upon themselves to at least bestow a small challenge of observation upon the students in the form of a game that, in theory, is rather simple. One of the younger members of Conquest’s Clan, for the sake of difficulty adjustment, has set up 5 different samples of incense on scentless bamboo squares.
A small demonstration is made as how to smell them – also known as ‘hearing’ the scents, with the square held up to one’s nose and the hand cupped over the square in order to scent it.
With this done, the rest of the explanation is given: Your task is to determine which scents are the same, and which are different! Several scents might match each other, some might not match any of the others. For this task, you are given several different sizes of block.
Using these blocks, you stack them so that a top bar may be put across matching incenses, which will form certain Genji-mon (also called Genji-ko) to denote chapters of the Tale of Genji (a strange tale from the Human World O_O!! )
For example, if the first and the last scents match each other, you would stack your blocks to form the chapter ‘Maboroshi’ (Chapter 41, ‘The Wizard’) with three shorter blocks in the center, and two taller ones on each end with the longer block set across the top of them.
The trickiness comes in that some scents may be very similar to each other, but not the same, and some might be exactly the same just to trick you!
Once you have ‘heard’ each scent and set up your blocks, the individual who set up the challenge will let you know how you did.Mechanics! [ Mechanics: ] You will roll twice for this! In both posts, roll 5d6. In the first post, the dice represent your students ‘guess’ at the scents. Any matching numbers are matching scents! The second post is the Horseman who set up your challenge telling you how you did. However.As there are only 5 blocks, the number 6 is a wildcard! You may alter the number 6 in your roll to be any number of your choosing! How nice! What the numbers are exactly doesn’t matter, it simply matters that numbers repeat in the same places in each roll. Example First Post Invictus rolls 5d6 He gets 33113 That means he guesses that the first two scents and the last one match, as do the third and the fourth one. That means his blocks resemble the chapter ‘Wakana no jo’ (Chapter 34, New Herbs, Part 1). Second Post The Horseman who set up the event rolls 5d6 He gets 44226 This means that because the last number is a 6, it is a wildcard! I can now change this ‘real’ answer’s 6 to a 4, and have the same matching pattern as Invictus had in his guess! Gasp! He got it right! WHY: Horsemen Points: You get points based on your accuracy! (SELECT ONLY ONE)
If you 100% match the Horseman’s set up, take 3 points!
If you were one block off of 100%, take 2 points!
If there are multiple matches and you only get one of the two correct, take 2 points!
If you were one off of the second match, take 1 point!
If you matched the wrong pattern, but there was an existing pattern, take 1 point! 
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Eight rolled 5 6-sided dice:
6, 1, 2, 5, 2
Total: 16 (5-30)
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Posted: Fri Apr 06, 2012 11:09 am
Now this was something Junko had never done before. She could dance, she was okay at etiquette just...not..with giant birds, she didn't feel she was quite cut out for diplomacy but hey they were here to learn. Junko opted out of diplomacy. Again. It was time for something called 'kumiko'. She watched intently as the instructor demonstrated how it worked, looking down at the blocks in front of her. Okay. You can do this, Junko. Let's see..oh! These two smelled quite nice! They must match...and this one..did not smell anything like the first two. Nor did the fourth one smell like any of the other three. The fifth? Even more off.  The 6 is now a 3. Junko set up the blocks in a pattern she hoped was correct, looking up at the horseman to see how she would do.
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Eight rolled 5 6-sided dice:
1, 5, 2, 3, 5
Total: 16 (5-30)
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Posted: Fri Apr 06, 2012 11:10 am
The horseman revealed the pattern, and Junko blinked. "Not a bad start. You were only one off." He told her gently, collecting the blocks again. ((Two points!))
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Posted: Sun Apr 08, 2012 1:16 pm
DAY IDEK  Making a good impression with lower life forms aka etiquette
You find yourself standing in a precisely manicured field, pristine green grass stretching out in front of you for what seems like miles. A gaggle of large flightless birds stand in the shape of a horseshoe, a few of them already engaged by other Amityville students. A horseman of Conquest approaches you, her deep olive hair serving to help camouflage her in the surrounding foliage.
"Greetings. You may call me Rucha. Today you will be working with the adara." She sweeps an arm toward the birds, her long sleeves trailing through the grass at her feet. "On the whole, members of this species have a lot in common with humans as far as temperament and intelligence are concerned, so you should have no trouble getting them to tolerate you." She frowns and looks you up and down. "In theory." Rucha moves to one side, allowing you to step past her.
"Take this," She hands you a list of instructions. "Choose a bird, and make an effort to earn its trust."Instruction One First, you must bow to the adara to show it you mean no harm. Try to at least act sincere.Roll 1d4.1: Your bow is suitably impressive. The adara inclines its head and drops a feather. Perhaps it will be of some use later. 2: The bird screams in terror and pushes you to the ground before running away. You fail. 3: You don't make proper eye contact at first, but soon your adara is nuzzling up to you anyway. It seems you have a natural affinity for dealing with the beasts. A future as a DETH representative might be in the cards. You also obtain one feather. 4: You bow, but it's kind of a weak attempt. Still, your bird responds. It doesn't seem terribly enthusiastic about the whole situation though. You pass. Instruction Two Next you should offer the adara a refreshing drink of water or a salted cracker.Roll 1d6.1: The adara nibbles at your cracker, then turns away and starts to graze on the leaves near its feet. You pass, but not by much. 2: After you've fed your bird its snack, the adara puffs up and begins to gag. You've failed the challenge, but you do obtain a feather as a result of its misery! 3: Your adara drinks its water daintily, then allows you to pet it. You pass and you get a feather! 4: Sadly, after your bird eats your cracker, it quickly moves on to the next student, letting them pet it and collect one of its feathers. The two timer! You pass. Eventually your adara wanders back. 5: The adara in front of you ignores your cracker, but another animal wanders over to eat it instead, giving you one of its feathers in thanks! You pass. 6: You drop your water and crackers, watching in dismay as a passing bird tramples them. You fail. Instruction Three Ask the adara something about itself, listening attentively when it answers, even though you can't understand a word of its reply.Roll 1d6.1: You ask the bird to tell you where it was born and it responds with a happy trill and a long, drawn out bird story. After a while, you begin to get bored. The adara stops mid-chirp, gets up, and waddles away. You fail. 2: The adara looks on in confusion and dismay as you try to stutter out an interesting question. You fail. 3: Your bird is pleased by your question. It sits down and shares a tweety tale of intrigue that you manage to remain bright-eyed and alert for. You pass. 4: Your question frightens the adara and it leaves your vicinity with a shiver. Its shaking causes one of its feathers to fall nearby. You fail. 5: In an effort to seem like you care, you ask your adara a very personal question that it refuses to answer. You fail. 6: You've coincidentally hit on your adara's favorite topic of all time, and even if you can't understand what it's saying, it's still pretty entertaining. You listen as attentively as you can, and are awarded with a feather for your trouble. You pass. Instruction Four Lastly, tell the adara a secret. These animals love to think they're up on the latest gossip.Roll 1d4.1, 2: Your secret is a sad, boring one that nobody cares about. You fail. 3: The adara listens, rapt, as you tell it a little-known tale of intrigue and madness. When you're done, it drops a feather at your feet. You pass. 4: Everybody knows that secret! The adara shakes its head, accidentally dislodging a feather for you to keep. You fail. Horsemen Points For each feather you have (up to three) at the end of this test you may claim a Horsemen Point.
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Eight rolled 1 4-sided dice:
1
Total: 1 (1-4)
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Posted: Sun Apr 08, 2012 2:44 pm
Today was the last day. Junko regretted missing the last day of her class, she sorely felt like she'd disappointed Invictus in doing so. She'd have to make it up to him somehow, but she just couldn't bring herself to leave the dorm until she had heard they would be leaving for home soon before going to the next island. Junko wanted to stay on Conquest; she didn't want to go to Death. Sigh.
More importantly, she had unfinished business to attend to. She approached Rucha again, conversing politely with her before selecting an adara and guiding them to a place they could practice. She remembered the first three steps on her own, giving the adara a grand bow. It perked up at the sight, graciously bowing its own head in kind.
Score.
1: Your bow is suitably impressive. The adara inclines its head and drops a feather. Perhaps it will be of some use later.
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Eight rolled 1 6-sided dice:
4
Total: 4 (1-6)
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Posted: Sun Apr 08, 2012 2:44 pm
This time Junko chose the cracker, holding it out in the palm of her hand. It happily ate the cracker before suddenly looking elsewhere...and running off. Junko gasped, watching with dismay as it ran not to its friends but to another student. She just got cheated on by a jacking bird. It did eventually return, looking pleased as spiked punch. Junko wasn't sure how to feel about that. 4: Sadly, after your bird eats your cracker, it quickly moves on to the next student, letting them pet it and collect one of its feathers. The two timer! You pass. Eventually your adara wanders back.
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