REFUGEVILLE - Printable Version +- Eagle Time (https://eagle-time.org) +-- Forum: Cool Shit You Can Do (https://eagle-time.org/forumdisplay.php?fid=4) +--- Forum: Forum Adventures (https://eagle-time.org/forumdisplay.php?fid=5) +--- Thread: REFUGEVILLE (/showthread.php?tid=2065) |
RE: REFUGEVILLE - LoverIan - 10-18-2017 (10-15-2017, 10:21 AM)Dis_Aster Wrote: »Three fish meat, three rabbit meat, and a jar of milk. Maybe ask her if she wants some a few bundles of branches to make torches with? >This, but.... >Offer to have a recurring exchange of information about the Signet, your information for their own. We've seen a number of things ourselves, and our mutually assured survival, prosperity, can only grow when we share our knowledge >Offer to begin a recurring trade of food. What we ask in exchange is any builder, of any talent, that would like to give their services. The amount given each time will vary, but with a sort of assistance in labor we can ensure that a flow of resources in their direction is easier, and more reliable. while they're asking for donations, they might be open to trade. These aren't something they have to agree to, but mutually assured prosperity is an enticing thing. Also >Figure out how to display the sigil of courage the next time the Signet contact us in Ghost Mode. Give a gigantic, unbearable sign of defiance riiiiight to their face. RE: REFUGEVILLE - smuchmuch - 10-18-2017 Quote:>Figure out how to display the sigil of courage the next time the Signet contact us in Ghost Mode. Give a gigantic, unbearable sign of defiance riiiiight to their face. (...The ony reason Refugeville hans't been wiped off the map is because it's agents hasn't found there' life here. We don't /want to attract more attention than we have to. Pissing them off in a direct call is an awfull idea. At least for now) RE: REFUGEVILLE - LoverIan - 10-18-2017 (10-18-2017, 09:48 PM)smuchmuch Wrote: »(...The ony reason Refugeville hans't been wiped off the map is because it's agents hasn't found there' life here. We don't /want to attract more attention than we have to. Pissing them off in a direct call is an awfull idea. At least for now) (yeaaaa, I just figured it'd be a bit fun in no uncertain terms to tell them to fuck off) (Oh btw for those who enjoy this venture, reminder that From the Sands exists. It's another good mayuventure RE: REFUGEVILLE - ICan'tGiveCredit - 10-19-2017 lover ian do you love ian or are you a lover that is called ian. or did you amputate limbs off of "lovecraftian". or is a loverian a race you made up. also, when expected profit decreases, what happens to the demand for loanable funds curve and how does this affect the real interest rate? Show your work. RE: REFUGEVILLE - btp - 10-19-2017 We've got a bazillion branches and a magic robe for killing ghouls? Hell yeah we'll help out! We're all about wrecking the Signet. Besides, we know about a few of those box things and being able to crack them open is a skill we need. Equip our other guard with the robe and have him treck down into the swamp. Help out the village, and come back, maybe we could even establish a trade route. We could even send some wolf scouts at night if it isn't too far away to drop off some torches. (Heck we can even do it in secret and say it's a gift to the god Rimewulf - get another village worshipping the god-dog) RE: REFUGEVILLE - Dis_Aster - 10-19-2017 Hrm. On the subject of them burning down the Ghoul Box... maybe we could offer the great, burning pyre that would make to Arara as tribute? He's still a complete and utter mess, so I'm sure he'd appreciate something more substantial like that. Mind, helping the Ruined God is more a thing I'm expecting to go along in bits and pieces at the moment, more than anything else, but... Yeah. Also, as for the matter of their village... it sounds like it may not really be the best place to try and get into, given the remark about the swamp having so many body parts. Given how the Signet operate, I wouldn't exactly be surprised if Valen meant that literally, and not just in the sense of "Ghouls. Ghouls everywhere." Though... I'd be lying if I said I wasn't also pondering the prospect of having one of our hookmen wear the robe and offer to assist her. Didn't feel too sure about it, though. Depends on how they'd feel about it. RE: REFUGEVILLE - Wessolf27 - 10-19-2017 Speaking of hookmen, it might be a good idea later on for some of the able-bodied to learn how to wield hooks themselves. It's more of a long-term goal than anything, but better to keep note of it before we have other ideas. RE: REFUGEVILLE - Lordlyhour - 11-01-2017 While we Send a Someone Off to help, We Should have the Remaining Villagers Work on making the Underground Layers more Comfortable. Make A Defensible Door In, Floor The Place, Some Chairs And Tables, Some Torches For Light. Set to making some more Shovels and have Someone to work digging out more Rooms for future Villagers, Or For Workspaces, for when the need arises. Should also probably have someone Read The Books we bought. RE: REFUGEVILLE - Mayu_Zane - 11-30-2017 (11-17-2017, 12:41 PM)Mayu_Zane Wrote: »Life update: Mom is in intensive care due to a lung infection. I caught it too. I am resting. Mind feels like it’s oozing out of my nose. I need to go sleep now. RE: REFUGEVILLE - wiltingMyosotis - 12-01-2017 D: oh jeez, i hope you and your mom both get soon Mayu... please take care! RE: REFUGEVILLE - smuchmuch - 12-01-2017 Sorry to hear that. Hoping thing get better soon. RE: REFUGEVILLE - Mayu_Zane - 12-09-2017 Thank you, both of you. I'm better now and mom's been discharged from the hospital, recovering. Now, on with the story! (10-19-2017, 01:23 PM)Wessolf27 Wrote: »Speaking of hookmen, it might be a good idea later on for some of the able-bodied to learn how to wield hooks themselves. It's more of a long-term goal than anything, but better to keep note of it before we have other ideas. The others feel more comfortable wielding spears, but a few of them will be practicing with the hooks just in case something unfortunate happens to the guards. (10-19-2017, 09:04 AM)btp Wrote: »Hell yeah we'll help out! We're all about wrecking the Signet. (10-16-2017, 12:10 PM)Wessolf27 Wrote: »I think it's also a good time to start considering building and/or expanding the underground living quarters in order to give our ever growing population some elbow room. Perhaps some of the remaining able-bodied folk should help dig and we should probably consider putting wooden floors so that their feet don't get cold. (11-01-2017, 01:30 AM)Lordlyhour Wrote: »While we Send a Someone Off to help, We Should have the Remaining Villagers Work on making the Underground Layers more Comfortable. Make A Defensible Door In, Floor The Place, Some Chairs And Tables, Some Torches For Light. Set to making some more Shovels and have Someone to work digging out more Rooms for future Villagers, Or For Workspaces, for when the need arises. Should also probably have someone Read The Books we bought. Your villagers first decide to send out two people, one wearing the Mycah Wizard Robe for added protection. They’re armed with the hooks and carry 20 branches each. Valen runs in circles, apparently ecstatic at finding people willing to help. Valen: Thank you! You are so much better than the village in the west! Eldest: There is another village to the west? Valen: Yes! They call it Aniro Village. It only has three people but the village is very big, which is something I don’t really understand but yes they were very unhelpful. Saw me and started yelling while throwing rotten fruits at me. They were shouting utter nonsense, things like “WE WILL EAT THE MOON!” or “TORNADOES FOR DINNER MY TINY MAN”. Absolute terror, confusing terror! Aniro Village. Your people should investigate sometime, though it sounds like the people there have been driven mad. It might have been an old settlement chosen for experimentation. As the two escorts walk south with Aniro, you listen in on your villagers. They are discussing what to do while they wait, and they unanimously agree to improve their living quarters. Confident that your people would be able to fend for themselves for a while, you follow Valen and your two guards. Along the way, you see some very strange things, which Valen gladly tells your people about. ==== Big Skull: This enormous skull with three eye sockets seems to move when nobody’s looking. Something it’s half-buried in the sand. Sometimes it’s floating just a few inches above it. Sometimes it’s upside down. Sometimes, it sings. Tower?: A very tall metal object, perfectly cylindrical in shape. It has no entrance. There is no crater, no sign of any construction work, as if it just appeared here. At night, it glows and the light blinks. The Twins: A silent, gigantic killer. It has no eyes, but making noise near it is dangerous. If it wakes up, it will smell for flesh. Its body looks as if it’s made of snot. Fortunately, it never moves far from its nest. Hole: A large hole that smells of flowers. It’s so deep that if you dropped a torch into it, you would stop seeing the light before any sound is heard. Loud Graveyard: An unpleasant noise perpetually emanates from the graves here. It sounds like a chorus of angry children. The gravestones themselves all bear valuable gems, but touching a gem results in the noise becoming so loud your head would burst. ==== After a three-hour journey, your people arrive at Valen’s home. Preeray Village hides behind innumerable trees and blinding mist, hastily-built in the middle of a swamp infested with leeches and ghouls. Valen’s eyes has been darting everywhere throughout the entire journey. You’re both impressed and disturbed by the woman’s extreme cautiousness. The Chief of Preeray emerges from a hut covered in alligator skulls. He wears a pointed hat, a holdover from his old slave days. That’s the kind of hat the ‘troublemaking’ slaves wore, made of rusty iron and filled with nails pointed inwards. Chief of Preeray: HO! Valen, you found help? Valen’s eyes absolutely refuse to stop even for her Chief. She salutes with both arms raised. Your two escorts respectfully bow. Valen: Yes, Chief Mezor! These two are from Refugeville, north from us. They have this useful robe covered in spells that repel ghouls! Mezor: A Mycah robe! Excellent. We have a chance! What are your names? The two people introduce themselves as Totango and Gerasa. Mezor: Do you have experience fighting ghouls? Both warriors nod. Mezor: Hababo! Hababo! Come, follow me. My other villagers are set up near the Meat Box, we have no time to waste. The big awful thing will kill us all if it keeps going. Your people, Valen and Mezor head further south. They meet up with the rest of the people of Preeray, 20 souls preparing to fight a walking box with ghouls falling out of it. 10 Preeray warriors are armed with bows and fire-arrows. The rest are carrying stone clubs, grappling hooks, jars full of oil, and simple iron shields. They all wear thick leather, enough to deter teeth. Several ghoul-corpses litter the ground, but the stone-covered Meat Box keeps spitting out more ghouls onto the desert sand. The Meat Box’s limbs distressingly look human, but that also means they’re not armored. The plan is to climb into the Meat Box using the hooks, then start a fire inside with the oil jars. The archers will aim for the opening at the top if there are no ghouls on the ground. Totango, who is wearing the Mycah Wizard Robes, is perfectly suited to be in the thick of the fight. Where should he strike? - Attack the ankles with the hook! If that thing falls, reaching the box should be easier! - Take on a support role and focus on taking out any ghouls that might harm the archers. - Climb up and into Meat Box. Even with all the ghouls waiting in there, Totango will be able to cause the most damage. - Set the legs on fire! - Wait for the Meat Box to swing its arms down, then attack its hands! - Something else. >_ Population: 12 out of 18 shelter spaces Wealth: 1 crumbit Animals: 1 Dog (Relief) 2 Cows (Bilin, Daina) 1 Horse (Comet) Plants: 12 tapioca (sapling, 20 days left) 10 mangould (sapling, 16 days left) Weapons: Iron Knife x 1 (4 crumbits) Stone Axe x 2 (2 crumbits) Stone Shovel x 1 (2 crumbits) Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each) Vehicles: Crude Wooden Raft (Kori won’t buy it) Guards: Two Chain-Hook Users Merchants: Kori (Miscellaneous Goods) Ogot (Building Materials) Stockpile: 323 branches (1 crumbit for 4 branches) 6 beef jerky (5 crumbits each) 9 rabbit meat (2 crumbits each) 13 fish meat (2 crumbits each) 2 jar of milk (4 crumbits each) 4 loincloths (1 crumbit each) 30 pieces of clay (2 crumbits each) 191 stones Buildings: 1 stone house (with basement) 1 shrine 1 palisade Items: Leather Bag 4 Treated Bandages Construction Manual Yaranga Phrasebook Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf. Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement. Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls. Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks. Divine Artifacts: Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville. Blessings: Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength. Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought. Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them. Curses: Marked By The Signet: The Signet will never stop sending scouts. RE: REFUGEVILLE - Dis_Aster - 12-12-2017 I'm glad to hear that you and your mom are feeling better now, Mayu. In any case, I'm thinkin' that Totango should take on a support role and focus on cleaning out ghouls. Though, if he sees a sufficiently good opening, then he should go for the ankles and try to bring the Meat Box down. RE: REFUGEVILLE - SeaWyrm - 12-12-2017 Definitely a support role. If the archers get overwhelmed, it's probably all over. RE: REFUGEVILLE - smuchmuch - 12-13-2017 Well if there's one thing more vulnerable than a giant with feet of clays it's one with feets of meat. Talk about an apparent Achiles heel. ...Something something pun about being afoot.... Anyway seriously: -Snare the legs with the chains and cut the tendons with the hooks and make that thing fall on it's knees (literlay). -Totango and a couple of the most agile warriors to crush the ghoul skulls as they fall (or better sever their necks). -Have half the archers concentrate on the Box arms and legs to make sure the box can't swipe our people away (or at least with the constant stinging ot'll be in too much pain to aim correctly) while the rest help finish the ghouls Once the box is paralysed, we can have archers easily shoot some flamming arrows in that mouth and then Totango can get in for the clean up. Aternative strategy: The journey between both villages was only three hours which means the distances are quite short. So: -Use the sigil of bravery to make the Box hunt Totango and lead it near the giant hole. -Then shoot the thing and hack in the back of his legs to make it fall in the big hole. RE: REFUGEVILLE - Mayu_Zane - 12-21-2017 Hey all, while I'm working on the next update, you can speculate, discuss, chat and stuff over here: https://eagle-time.org/showthread.php?tid=2753 RE: REFUGEVILLE - LoverIan - 12-24-2017 (12-13-2017, 12:19 AM)smuchmuch Wrote: »-Snare the legs with the chains and cut the tendons with the hooks and make that thing fall on it's knees I like this plan. Totango should be running a mix of support and assassinations on ghouls to prevent the village from losing more lives than it should have to. Alternatively.... >Would it be a good idea for Totango to draw the sigil of bravery on the meat box's leg RE: REFUGEVILLE - Mayu_Zane - 12-27-2017 (12-13-2017, 12:19 AM)smuchmuch Wrote: »-Use the sigil of bravery to make the Box hunt Totango and lead it near the giant hole. The Meat Box ignores the Sigil of Courage. Your warriors discover it is blind! (12-12-2017, 03:39 AM)Dis_Aster Wrote: »In any case, I'm thinkin' that Totango should take on a support role and focus on cleaning out ghouls. Though, if he sees a sufficiently good opening, then he should go for the ankles and try to bring the Meat Box down. Totango finds an opening and deftly dodges the monster’s frantic sweeps as he gets to the ankles! He attacks the softest part he can and the Meat Box lets out a scream! It tries to stomp him, but Totango has already moved himself to a safe distance. This giant is definitely unable to see, as Totango did all this right in front of it. The Preeray fighters take note of this and start attacking the monster from all sides. The ghouls still keep pouring, but some of them end up getting slammed by their unseeing maker. After what feels like hours, the monster falls over and scrambles to get up. However, three Preeray warriors rush right into it and smash the oil jars within. The archers waste no time and set fire to its innards! All three Preeray warriors in the Meat Box perished, unable to get out in time. Whatever was in those jars, it was potent. You cannot help but feel disturbed as the Preeray warriors cheer, as the three who died would still be alive if the archers waited just for a few more seconds. Their chief doesn’t seem to be bothered by that either. Perhaps they simply did not know how quickly the fire would have spread, and they made a bad assumption, then decided not to dwell on their error. The Meat Box burns to death, leaving behind a rotten smell, Though there are still hundreds of ghouls around, at least this walking monstrosity’s demise ensures no more will be made for now in this region. As the sunset comes, people from Preeray arrive at Refugeville, the new home of the Verezan tribe. Your people greet them warmly, after having finished doing their work for the day. The chief himself, Mezor, has brought a gift: A driftwood club, painstakingly carved with the known history of the Preeray people, beginning from their Founder, Ameno to their current chief Mezor. It is not a very long chronicle. The weapon is purely ceremonial, meant to cement friendly relations with another tribe. It is the Preeray’s way of saying “We will bash anyone who harms you.” Your people are touched, and the two tribes start mingling with each other, trading stories of both triumphs and tragedies since they managed to escape the Signet’s slavers. They take note of the Yaranga lady and her infant, and fortunately for you there has been no bad blood between the Yaranga tribe and the Preeray tribe. Night falls, and the Preeray have a proposition: They would like to trade with Refugeville. Your people seem to have an abundance of food, which the swamp lacks. They ask for five hunks of food each day. In return, they will make offerings for a deity of your choice, to bless your tribe. Ten crafted goods shall be sacrificed each day, enough for a blessing and perhaps in time will earn a favor. Which deity should your people, the Verezan, ask for protection? === Arara, the Ruined God of Fire. “STOP PLEASE STOP” - The last thing Arara said before losing his mind. Though his brain was stolen by the Signet, his mind will slowly return through sacrifice, though the sacrifice must be great to replenish the mind of a god.Offerings to him will slowly reveal blessings that protect from fires and sunny days. Zalana, the Goddess of Justice. “The Signet’s crimes against both mortals and gods will not go unpunished.” - Zalana’s declaration of war. She grants powerful blessings for fighting the undead and the Signet, but these blessings will only be upheld if the people do not commit the sin of taking slaves or murdering enemies that have surrendered, for Zalana despises these acts. Having offerings sent to her means that all undead will die at the first strike with a weapon, and the Signet cannot take anyone without them suffering casualties. Orkonas, the Goddess of Wealth. “Prosper!” - Orkonas’s First Commandment to her devout. She will only bless those who give her a piece of silver or gold every day, for that is her fee since the birth of time. Sending offerings to her increases the chances of merchants to travel to Refugeville. Her followers gain a permanent discount on all goods, the amount of which depends on the person selling. Alstalti, Goddess of Healing. ”All pain is temporary, all plagues will end.” - Alstalti’s Divine Promise upon her birth. One of the newborn gods, Alstalti has only existed for two centuries. She grants protection from disease and the spoilage of food. She will also share the secrets of medicine to her most devout worshippers, granting them the ability to help people survive even the worst injury. (Deities Known to the Preeray) Holkaborg, the Goddess of Madness. ”Do you ever wonder about the moon? What’s up there? Is there something important? Otherwise, why would it be so far up there? Who put the thing there? Is it a weapon? Can we kill the Signet with it? Can any of you get there?” - Holkaborg’s first words to her worshippers after the Signet appeared. Despite her name, Holkaborg does not abuse her worshippers with insanity. Rather, her power works both ways: She can grant AND remove insanity. She is powerful enough to even counter the Signet’s ability to cause madness in others, or possess the minds of innocents. With Holkaborg’s blessings, your people can be protected from mind-altering curses and poisons. Bidabog, the Dragon Goddess. ”I go to whoever needs me most.” - Bidabog’s declaration to the world. Bidabog travels around the mortal world in the form of a dragon. Bidabog’s blessings are very direct: She will come to aid your people in battle and can grant them dragonscale armor, though the dragonscale cannot ever be removed without surgery. According to the Preeray, Bidabog is Rimewulf’s secret fiancé who hid the engagement so the Signet could not anticipate the coming of the Dragonwolf. Your connection to Rimewulf confirms that this is true: He hopes to wed Bidabog someday, fulfilling their shared plan of granting a Dragonwolf Sentinel to the world. >_ Population: 12 out of 24 shelter spaces Wealth: 1 crumbit Animals: 1 Dog (Relief) 2 Cows (Bilin, Daina) 1 Horse (Comet) Plants: 12 tapioca (sapling, 19 days left) 10 mangould (sapling, 15 days left) Weapons: Iron Knife x 1 (4 crumbits) Stone Axe x 5 (2 crumbits) Stone Shovel x 1 (2 crumbits) Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each) Vehicles: Crude Wooden Raft (Kori won’t buy it) Guards: Two Chain-Hook Users Merchants: Kori (Miscellaneous Goods) Ogot (Building Materials) Stockpile: 320 branches (1 crumbit for 4 branches) 6 beef jerky (5 crumbits each) 11 rabbit meat (2 crumbits each) 24 fish meat (2 crumbits each) 4 jar of milk (4 crumbits each) 4 loincloths (1 crumbit each) 30 pieces of clay (2 crumbits each) 188 stones Buildings: 1 stone house (with basement) 1 shrine 1 palisade Items: Leather Bag 4 Treated Bandages Construction Manual Yaranga Phrasebook Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf. Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement. Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls. Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks. Divine Artifacts: Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville. Blessings: Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength. Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them. Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought. Curses: Marked By The Signet: The Signet will never stop sending scouts. RE: REFUGEVILLE - LoverIan - 12-27-2017 >Holkaborg >Tell them that Bidabog sounds lovely, and that we hope to provide enough someday to help her side of getting the wedding to happen, but for now we can only help Rimewulf. >Summon an animal that lays eggs for eating RE: REFUGEVILLE - Dis_Aster - 12-27-2017 I believe we still have to wait 'til tomorrow, as we already used our summon for the day on a horse. Though something that lays edible eggs has been on my mind for the 'what to summon' list. The real bugger is that I don't think we can just jump to chickens, as we don't really have any grains. I think, anyways. In any case, as tempted as I am to suggest Bidabog, due to the fact it'd tie in nicely with the fact that we're already worshiping Rimewulf and whatnot, it may well be for the best not to do that, at the moment, if only so no one else outside of other loyal servants of those two is able to connect the dots and make things even more difficult for the two of 'em. Either way, my current leanings are still towards Arara, Astalti, or Holkaborg. As for why? Well, Arara, I can just see being a good idea in general. Fire is devastating. If we're sufficiently protected from it, we could probably swing strategies that'd be too crazy/suicidal for others who don't have the Ruined God's support. Add to it, it'd just be another long-term project to work on, and it's not like we aren't already playing the long game to begin with, given our goals. Mind, I can also understand not wanting to add another long-term project to our list this early on, so I won't push too hard for this one. Astalti... The whole 'protection from disease and spoiled food' thing sounds very useful, and I feel like we've been lucky to avoid having anything going bad on us this early on, given our current level of tech. I feel like having a safety net to ensure it doesn't happen, along with just being able to brush off diseases being highly useful in case we find some Signet-borne abomination that specializes in that sort of nastiness, which really wouldn't be all that surprising. Add to it, the 'secrets of medicine' thing sounds like it could be especially useful, once someone manages to learn them. She's one of my preferred options, along with... Holkaborg! She fascinates me, honestly. I want to ask how she came up with such a catchy name. ...Well, that, and the fact I am actually kinda curious if there may be something worth checking out on the moon. What's more immediately important, though, is that the prospect of having a hard counter to the Signet's ability to instill madness in others is very tempting, especially as I can already see it being immediately useful, given some of the recent info we've gotten. That, on top of the protection from mind-altering curses and poisons is why she's my other preferred option, right beside Astalti. Mind, if you were to ask me to pick one over the other... I'd probably say Astalti, though I'd definitely want to gain Holkaborg's favor sooner rather than later. In short, my preferences: Astalti > Holkaborg > Arara RE: REFUGEVILLE - ICan'tGiveCredit - 12-27-2017 dragonwolf. man this setting is so awesome RE: REFUGEVILLE - SeaWyrm - 12-27-2017 Bidabog, Holkaborg, Astalti, and Zalana all seem appealing. I'd prioritize Holkaborg, then Astalti. Protection from Signet-madness is probably not more important than general healing, but it's also a threat that we have fewer tools against. Although, jeeze, Bidabog, we could have all our dudes walking around with dragon scales instead of skin, how awesome would that be? RE: REFUGEVILLE - LoverIan - 01-03-2018 (12-27-2017, 08:29 AM)Dis_Aster Wrote: »The real bugger is that I don't think we can just jump to chickens, as we don't really have any grains. I think, anyways. Chickens can eat ground insects if I remember right, and like cats or dogs can supplement their diet with grass. You really only feed them grain or vegg when you want to raise them for their meat. If we had multiple hens and a rooster that would be a good idea, but otherwise we have no reason to need that. RE: REFUGEVILLE - Mayu_Zane - 01-16-2018 (12-27-2017, 10:04 PM)SeaWyrm Wrote: »Bidabog, Holkaborg, Astalti, and Zalana all seem appealing. Just as your people decide which deity the Preeray should make sacrifices to, the very voice of Holkaborg herself echoes through the air. It is otherworldly, yet soothing. “From tomorrow onwards, your minds will be safe from the Signet’s influence. I offer no guarantee of protection from ailments of the mind that come from within, but I will help you recover if such a thing occurs. I am Holkaborg, and by my Word, your minds deserve to be free from monstrous influence.” It seems Holkaborg prefers speaking directly to her subjects, like Rimewulf. Although the Preeray have not done anything yet, she already decided to bless your people. According to the Divine Canon, Holkaborg can read minds. Perhaps her short speech means that she’s read the Preeray’s minds and saw no intention of not upholding their end of the bargain. As the Preeray return home, your people are tired from the little celebration and go to sleep. Dawn arrives on the next day. Kori is not here. Ogot explains that she had to leave to get more things to sell to your people, and should be back the next morning. If the villagers need money, they can sell their goods to him instead. Your people understand, and they make use of the Call of the Wild blessing to summon a chicken. It’s a hen! Hasn’t started laying eggs yet, but she has already begun scratching the soil for worms and such. Luckily, this kind of hen is of the resourceful Mighen breed. Holkaborg whispers through the wind, and into your incorporeal ears: “Explore. The world is big. Very big. Such size should not be wasted.” You could send some of your people exploring, since you have a horse now for fast movement. Aello the Winged Woman is still too fearful to go exploring, claiming that the Signet’s monsters are watching the skies. Your people let her be, not wanting to draw the attention of more horrors. You recall there are several places they could see… TO THE SOUTH: Big Skull: This enormous skull with three eye sockets seems to move when nobody’s looking. Something it’s half-buried in the sand. Sometimes it’s floating just a few inches above it. Sometimes it’s upside down. Sometimes, it sings. Tower?: A very tall metal object, perfectly cylindrical in shape. It has no entrance. There is no crater, no sign of any construction work, as if it just appeared here. At night, it glows and the light blinks. The Twins: A silent, gigantic killer. It has no eyes, but making noise near it is dangerous. If it wakes up, it will smell for flesh. Its body looks as if it’s made of snot. Fortunately, it never moves far from its nest. It is called ‘The Twins’ due to its two heads, but the head in the rear is false. Hole: A large hole that smells of flowers. It’s so deep that if you dropped a torch into it, you would stop seeing the light before any sound is heard. Loud Graveyard: An unpleasant noise perpetually emanates from the graves here. It sounds like a chorus of angry children. The gravestones themselves all bear valuable gems, but touching a gem results in the noise becoming so loud your head would burst. TO THE NORTH: God Box: Situated in a town covered by moss, guarded by an invisible creature. Chicken Blood Pond: A pond filled with dead chickens. There might be something underneath. Skull Pile: A pile of skulls, of unknown origin. TO THE WEST: Aniro Village: According to the Preeray, there are only three people living here, but they are all consumed by madness and hostile. The village is far larger than it should, with many decrepit houses and shops. Explore the EAST: Not much is known about what’s in the east, aside from the existence of the Brain Box. == You may ask the Preeray for help, but if the Preeray tagalong dies that will have an unpleasant effect on your relations. >_ Population: 12 out of 24 shelter spaces Allies: Preeray Village Wealth: 1 crumbit Animals: 1 Dog (Relief) 2 Cows (Bilin, Daina) 1 Horse (Comet) Plants: 12 tapioca (sapling, 18 days left) 10 mangould (sapling, 14 days left) Weapons: Iron Knife x 1 (4 crumbits) Stone Axe x 5 (2 crumbits) Stone Shovel x 1 (2 crumbits) Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each) Vehicles: Crude Wooden Raft (Kori won’t buy it) Guards: Two Chain-Hook Users Merchants: Kori (Miscellaneous Goods) Ogot (Building Materials) Stockpile: 320 branches (1 crumbit for 4 branches) 5 beef jerky (5 crumbits each) 19 rabbit meat (2 crumbits each) 30 fish meat (2 crumbits each) 6 jar of milk (4 crumbits each) 5 loincloths (1 crumbit each) 30 pieces of clay (2 crumbits each) 188 stones Buildings: 1 stone house (with basement) 1 shrine 1 palisade Items: Leather Bag 4 Treated Bandages Construction Manual Yaranga Phrasebook Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf. Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement. Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls. Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks. Divine Artifacts: Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville. Blessings: Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength. Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them. Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought. Guarded Thoughts: Your people are protected from mind-altering poisons and curses. They cannot be brainwashed or mind controlled, not even by the Signet. Curses: Marked By The Signet: The Signet will never stop sending scouts. RE: REFUGEVILLE - smuchmuch - 01-16-2018 Allright it's not for today jsut yet but we shoud consider a salvage expedition to the god box village to recuperate some of the iron igots and the oil that were in the forge Yes it's risky with the invisible monster but I think we could use call of the wild to summon an animal with senses even a wolf wouldn't have, they might be able to see the 'thing' and warn when/if it approaches. Of all the potential destinations to expore: In the south: The skull and the tower seems the less imediatly dangerous. ... At first glance, that is. The twins are dangerous with little to no apparent gainand the hole is prety darn close to the twins (and deep, and we have not much rope as far as I can tell) I'd like soeone to go check the skull and the tower for a while, it's close to the village and myabe hearing the skull sing will teah us something (and thanks to the goess blessing, no risk of mind control) Wasn't there a thing called the 'Wood box' ? I'd like to get some explorers in that direction as well. |