RE: REFUGEVILLE
10-04-2017, 04:46 AM
(09-19-2017, 11:42 PM)Wessolf27 Wrote: »Agreeing with the above sentiment. If possible, the wolf villager should also run as far away as possible after killing the rabbit and wait for sunrise before coming back home.
The villager dashes out of the house, and catches the Head-Pillar’s interest. He then stalks the rabbits across the river.
Top head: Ooooh.
3rd head from top: Yea yea yea yea yea!
Is the creature actually enjoying this? How strange… but fortuitous. The wolf-villager stalls for time as he pretends to hunt the rabbit.
Top head: Wager?
Bottom head: No. We have no money.
6th head from top: Silence!
The villager pounces, and (deliberately) misses, causing the rabbits to scatter.
5th head from top: Blood! Blood! Blood!
2nd head from top: WE WANT BLOOD!
4th head from top: And guts!
Then all of the heads chant.
All heads: Blood and guts! Blood and guts! Blood and guts!
The wolf-villager hesitates, disturbed by the creature’s taste for violence. However, you silently urge him to continue the hunt and kill a rabbit. He does so, and the Head-Pillar cheers.
All of the heads are laughing with unbridled glee. They clearly love the slaughter. Your wolf-villager is sickened but maintains the facade.
Top head: That was fun.
5th head from top: But now we really have to rush. No time to check this house now.
4th head from top: It’s probably empty anyway. It’s a wolf’s den. Slaves may be idiots but they’re not stupid enough to sleep in a wolf den.
Top head: Oh, I suppose you’re right. I can sense the Mark of the Signet, though.
3rd head from top: Maybe the wolf ate someone who had the Mark. The Mark keeps working forever, after all.
Top head: Possible. Seems like such a waste to keep sending scouts to this place.
6th head from top: Does not matter to our Bosses. They have resources to spare. Enough to keep sending scouts here for a hundred years. Or a thousand.
Bottom head: HEY! Are we moving on or what?
The heads agree to finally leave. The wolf-villager is relieved, but that conversation confirms that the Mark of the Signet, branded onto all of them when they were captured earlier, will never stop being a problem for Refugeville.
The Mark calls out to the Signet’s agents. Though it can only give a vague location, it nonetheless acts as a beacon. It is a curse that cannot be broken… yet. None of the gods is powerful enough to erase it.
With blood in his mouth, the wolf-villager removes the cloth from the head of Asimuth and returns to the basement. He tells the others what transpired, and after a short discussion about the Head-Pillar, they sleep with the surface still smattered with rain.
Dawn arrives. Your people check the fish trap, and they find 11 fish. 2 jars of milk are also gained from the two cows. They also tie the Yaranga woman’s raft to a secure stake in the ground.
Kori and Ogot open shop. Kori has new things to sell, brought to her through the secret Merchants’ Tunnels.
The Morning Market:
- Yaranga Phrasebook (4 crumbits)
A book with simple phrases for communicating with a member of the Yaranga Tribe, two of whom have joined your community. Includes useful phrases such as “Hello”, “Goodbye”, “Thank You” and “Run Away”.
- Fishblood Lantern (5 crumbits)
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 (3 crumbits)
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 (10 crumbits)
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.
- Fishing Trap (10 crumbits): Requires a piece of meat as bait, but can catch up to 10 fish every day in the river.
- 2 Treated Bandages (1 crumbit each): Bandages that have been soaked with medicine to speed up heals from cuts.
- Acid Jar (7 crumbits): A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks.
Ogot’s Materials:
10 clay bricks = 2 crumbits
30 branches = 1 crumbit
10 stones = 1 crumbit
1 iron ingot = 5 crumbits
Construction Projects List:
What should they purchase? You can also summon an animal and then harvest it for things to sell. Kori doesn’t buy living things.
>_
Population: 12 out of 18 shelter spaces
Wealth: 4 crumbits
Animals:
1 Dog (Relief)
2 Cows (Bilin, Daina)
Plants:
12 tapioca (sapling, 20 days left)
10 mangould (sapling, 16 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:
323 branches (1 crumbit for 4 branches)
7 beef jerky (5 crumbits each)
1 deer meat (7 crumbits each)
9 rabbit meat (2 crumbits each)
19 fish meat (2 crumbits each)
4 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
2 Treated Bandages
Construction Manual
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.