RE: REFUGEVILLE
12-21-2016, 04:48 AM
(This post was last modified: 04-22-2018, 12:52 AM by Mayu_Zane.)
(12-20-2016, 06:06 AM)Schazer Wrote: »Explore the woods, gather fallen branches, gather the seeds and prepare to replant what you cut down
(12-20-2016, 01:15 PM)Fallingfeather Wrote: »^ Agree with that. Do it near the river if you can, so you can check for resources in that as well.
The Family of Three explore the nearby woods. They gather what they can and cut branches.
They manage to gather 12 tapioca seeds and 10 saplings which appear to be mangould trees. Mangould fruits are very bitter but they have medicinal benefits.
They take 40 branches for miscellaneous use, and add them to the stockpile. 12 edible and fully-grown mushrooms were found. The Family of Three waste no time in planting the seeds and the saplings they found. Thankfully, the soil is very soft and the river provides enough irrigation. The river itself has numerous fish, but all of them swim too fast to catch. However, they did manage to get some bits of silver, enough to trade as 3 crumbits.
They also find a dog in the woods! They immediately name the dog Relief, as it is the first friendly face they have seen since they ran away.
If they take good care of Relief, they might earn a Blessing from the god of dogs, Rimewulf. Relief will periodically hunt small animals that are too fast to catch without weapons. Relief will also bark when intruders are nearby, giving the population time to defend.
A new group of refugees arrives. Another family of three. A son, a father, and a grandfather.
There is also a Signet abductor, right behind them. Soulless. Mindless. A machine. But utterly sinister.
The Signet abductor senses the father and sings the hymn of False Purpose. The father hears and jumps onto the awful machine, allowing The Signet to take him away.
The mindless drone promptly leaves. The son bawls and the grandfather sobs. The Signet have won again. Had the abductor been with an escort of living agents, this place would have been doomed.
The rest of the day is spent grieving and praying for the father’s soul. The Signet will never let him go until he dies in their palace, an abominable construction larger than any natural continent.
Night falls. A fire is made out of the wooden door on the grass. The god of fire, Arara, whispers through the flames, his ruined face thankfully unseen.
He is completely incoherent, which makes sense since the Signet stole his brain. Arara only has enough strength to allow fire to continue existing now.
The people cook their meals, whispering their gratitude to Arara. 8 mushrooms are consumed, and they sleep with Relief on guard.
A new day dawns, and a merchant has come. Her legs are numerous and she carries an enormous bag.
The merchant wishes to set up a shop. The people are concerned that she might be a Signet spy, especially after yesterday’s attack. She holds up the Sigil of Courage, a drawing that vehemently denounces the Signet, and the people calm themselves.
Her name is Kori. She sells weapons and tools. She offers a ‘free sample’. The people may choose either a fishing rod, an iron knife, a tiny crystal shrine for rituals or a book on building wooden structures, free of charge.
The refugees discuss. The fishing rod will no doubt be useful for food, but the iron knife can be used to make tools, weapons and furniture easily as well as some measure of defense on its own. The tiny crystal shrine is also tempting, as it might grant them a Blessing if they sacrifice an animal or plant on it to a deity. The book on construction might be helpful, though it’s unclear what they could build with what they have now.
What should they take?
>_
Population: 5 out of 5 shelter spaces
Wealth: 3 crumbits
Animals:
1 Dog (Relief)
Plants:
12 tapioca (seedling)
10 mangould (sapling)
Weapons:
Stone Axe x 1
Stockpile:
40 branches
4 mushrooms
Buildings:
1 stone house
Blessings:
None.
Curses:
Marked By The Signet - The Signet will never stop sending scouts.