feintofhart (
feintofhart) wrote in
expiationlogs2023-08-23 06:10 pm
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[ OPEN GROUP LOG ] emergency planning & diplomacy
Who: Everyone! Please use this as an event log -- put up your own starters, and also tag around to your heart's content!
Where: Aldrip's neighbouring towns, the spooky forest, and throughout Aldrip.
What: The Chosen, reeling from the recent forest attack, decide to organize for future attacks, whether that's diplomacy with neighbouring towns, reinvigorating farmland, or getting some combat training in. Please see THIS OOC post for more information!
Warnings: None anticipated; please let me know if I ought to update it!
In the wake of destruction wrought by the strange beast of the forest, Claude and Marianne - both people far more well-acquainted with the ramifications of damaged farm grounds and unprepared civilians than they would like to be - have taken it upon themselves to try to prepare in advance for the next attack, whatever that may be. After discussion with the leads of Aldrip, they’ve come up with a list of what most needs to be done – and they can’t do it alone. With the community of the Chosen at their heels, new and old, for reasons of altruism and for reasons of simple exploration, they have set forth with the following tasks: an excursion through the eerie Pessiria Forest to get to Rumpitur to exchange goods and services for aid from the dubiously friendly naga-like people who live there, restoring life to the destroyed forest and farmlands so that nature can once again thrive, and to properly stock up safehouses with preserved goods, shelter, and weaponry.
What’s in it for you, you ask? Well, when the next attack comes, you don’t want to be the one going hungry.
EXCURSION THROUGH THE PESSIRIA FOREST
Rumpitur is a full day’s trek away, and not a straightforward one; in order to get to their destination, the Chosen must first hike their way through Pessiria forest. They meet with their packs and wagons at the entrance of the forest, a thick, lush wall of foliage greeting them along a winding, unsteady path. If you’re prone to listening to rumours, you may hear some of the locals buzzing about uncertainly: “no business being on that land, none at all”, “Did you hear? That’s where that Froste boy disappeared – when you go in, you never come back out”, “Going in there? They’ll be cursed!”.
No such dangers will greet the Chosen, but the more paranoid among them will be confronted with the grim reality of an entire day’s travel spent on edge, jumping at every flutter of wings from overhead and snapped twigs from the fauna skittering through the brush. During this trek, there will be ample time for the Chosen to stop and rest a while, replenish their flasks and perhaps share a story or two, but be careful; in forests this dense, it’s easy for someone to get lost. Wouldn’t it be a shame if someone was left behind?
To add insult to injury, once they arrive in Rumpitur, they’ll realize that there’s nowhere for them to stay, and the scaled denizens of the place will firmly - though not unkindly - refuse to let them into their homes. That means that to get anything done, the Chosen will need to make camp right outside, a great opportunity to swap stories around the fire, try to rustle up some dinner, go stargazing, or just complain about the effects of the hard ground on your poor old backs. Happy bonding!
DIPLOMACY OF RUMPITUR
Once diplomatic meetings have come and gone, the representatives of Aldrip and Rumpitur have come to an agreement: Rumpitur will provide its aid, but only at a cost. They have their own interests to protect, after all. But they’re flexible on how such a debt is repaid and ask only that the Chosen provide whatever they are able to – and you wouldn’t want to give Aldrip a bad reputation, would you?
Here, the Chosen can truly shine as they’re asked to give what they can. For some, this means sheer manual labour as they haul water from the wells, transport crops and goods from one place to another, or provide much-needed assistance to the smithies and shopkeepers of the land. For others, this means providing gifts, whether that’s their own handiwork of artisanal goods, of art, of culinary delights, of weapons and toys and trinkets that only the Chosen know of. Other civilians may yet yearn for entertainment; a fussy crowd they may be, but with the same people coming in day in and day out, they’re hungry for new music, new acrobatics, new shows.
Be creative in what your characters can provide – and have them ask for help too! This is a true group effort in showing Rumpitur the Chosen’s goodwill, and showing themselves as a steadfast community that can be trusted.
RESTORING RAZED LANDS
Back home in Aldrip, the Chosen are faced with the farmland and lush forests that were decimated in the wake of the attack. Now that the bulk of rebuilding has been completed for the townspeople, it’s time to turn their attention to the abundance of the earth’s gifts that were ingloriously sapped. Here, the Chosen have been asked to replenish destroyed crops by irrigating and milling the land, planting new crops, and tending to the displaced animals that require assistance – though strangely enough, there seems to be some new flora and fauna that’s popping up. Are those plants glowing? Wait, is that a giant bird? It almost looks as though if you caught it, you could ride it… and the villagers of Aldrip seem just as familiar with them as you are, commenting that new life seems to be drifting into Aldrip’s territory on a regular basis.
Have your characters mill about on the farmland together, nurse wounded animals back to health, plant seeds, and help rebuild farms. Nothing says bonding like a good old-fashioned group activity.
Just watch out – those summer storms can be absolutely dreadful, and on more than one occasion, you may find yourselves taking cover in one of the abandoned old farmhouses to wait it out. Get out of those wet clothes, get underneath those (admittedly musty smelling) blankets and use the stove inside to put on some tea. Get nice and cozy – you might be here for a while!
STOREHOUSE SCRAMBLE
Last on the Chosen’s to-do list is to build up their stores so that if an attack of this scale happens again, they’ll be ready for it. The Chosen are to come together as a group to help dig out safehouses and cellars for citizens to hide in during the next attack, and to help bolster their stores. Now that some of their ranks have brought home goods from Rumpitur, it’s time to figure out what to do with it all.
Chosen may assist in hunting and gathering resources, working together to dry and pickle vegetables, dig out safehouses (careful – there are vermin and minor cave-ins aplenty!), and to solicit local smithies to shore up their stores of weaponry – just in case.
That said, weapons aren’t much good without the ability to use them. The Chosen are welcome to test out the wares in a nearby clearing set up specifically for training, especially if they’re from worlds where they weren’t stuck with swords and bow and arrows. There are scarecrows and targets set-up to practice on, but there’s really no replacing one-on-one combat – take a shot at it, and you may even gain a small audience! And are they placing bets…? Well, you’d better do your best, or else more than your pride might wind up bruised.
Where: Aldrip's neighbouring towns, the spooky forest, and throughout Aldrip.
What: The Chosen, reeling from the recent forest attack, decide to organize for future attacks, whether that's diplomacy with neighbouring towns, reinvigorating farmland, or getting some combat training in. Please see THIS OOC post for more information!
Warnings: None anticipated; please let me know if I ought to update it!
In the wake of destruction wrought by the strange beast of the forest, Claude and Marianne - both people far more well-acquainted with the ramifications of damaged farm grounds and unprepared civilians than they would like to be - have taken it upon themselves to try to prepare in advance for the next attack, whatever that may be. After discussion with the leads of Aldrip, they’ve come up with a list of what most needs to be done – and they can’t do it alone. With the community of the Chosen at their heels, new and old, for reasons of altruism and for reasons of simple exploration, they have set forth with the following tasks: an excursion through the eerie Pessiria Forest to get to Rumpitur to exchange goods and services for aid from the dubiously friendly naga-like people who live there, restoring life to the destroyed forest and farmlands so that nature can once again thrive, and to properly stock up safehouses with preserved goods, shelter, and weaponry.
What’s in it for you, you ask? Well, when the next attack comes, you don’t want to be the one going hungry.
EXCURSION THROUGH THE PESSIRIA FOREST
Rumpitur is a full day’s trek away, and not a straightforward one; in order to get to their destination, the Chosen must first hike their way through Pessiria forest. They meet with their packs and wagons at the entrance of the forest, a thick, lush wall of foliage greeting them along a winding, unsteady path. If you’re prone to listening to rumours, you may hear some of the locals buzzing about uncertainly: “no business being on that land, none at all”, “Did you hear? That’s where that Froste boy disappeared – when you go in, you never come back out”, “Going in there? They’ll be cursed!”.
No such dangers will greet the Chosen, but the more paranoid among them will be confronted with the grim reality of an entire day’s travel spent on edge, jumping at every flutter of wings from overhead and snapped twigs from the fauna skittering through the brush. During this trek, there will be ample time for the Chosen to stop and rest a while, replenish their flasks and perhaps share a story or two, but be careful; in forests this dense, it’s easy for someone to get lost. Wouldn’t it be a shame if someone was left behind?
To add insult to injury, once they arrive in Rumpitur, they’ll realize that there’s nowhere for them to stay, and the scaled denizens of the place will firmly - though not unkindly - refuse to let them into their homes. That means that to get anything done, the Chosen will need to make camp right outside, a great opportunity to swap stories around the fire, try to rustle up some dinner, go stargazing, or just complain about the effects of the hard ground on your poor old backs. Happy bonding!
DIPLOMACY OF RUMPITUR
Once diplomatic meetings have come and gone, the representatives of Aldrip and Rumpitur have come to an agreement: Rumpitur will provide its aid, but only at a cost. They have their own interests to protect, after all. But they’re flexible on how such a debt is repaid and ask only that the Chosen provide whatever they are able to – and you wouldn’t want to give Aldrip a bad reputation, would you?
Here, the Chosen can truly shine as they’re asked to give what they can. For some, this means sheer manual labour as they haul water from the wells, transport crops and goods from one place to another, or provide much-needed assistance to the smithies and shopkeepers of the land. For others, this means providing gifts, whether that’s their own handiwork of artisanal goods, of art, of culinary delights, of weapons and toys and trinkets that only the Chosen know of. Other civilians may yet yearn for entertainment; a fussy crowd they may be, but with the same people coming in day in and day out, they’re hungry for new music, new acrobatics, new shows.
Be creative in what your characters can provide – and have them ask for help too! This is a true group effort in showing Rumpitur the Chosen’s goodwill, and showing themselves as a steadfast community that can be trusted.
RESTORING RAZED LANDS
Back home in Aldrip, the Chosen are faced with the farmland and lush forests that were decimated in the wake of the attack. Now that the bulk of rebuilding has been completed for the townspeople, it’s time to turn their attention to the abundance of the earth’s gifts that were ingloriously sapped. Here, the Chosen have been asked to replenish destroyed crops by irrigating and milling the land, planting new crops, and tending to the displaced animals that require assistance – though strangely enough, there seems to be some new flora and fauna that’s popping up. Are those plants glowing? Wait, is that a giant bird? It almost looks as though if you caught it, you could ride it… and the villagers of Aldrip seem just as familiar with them as you are, commenting that new life seems to be drifting into Aldrip’s territory on a regular basis.
Have your characters mill about on the farmland together, nurse wounded animals back to health, plant seeds, and help rebuild farms. Nothing says bonding like a good old-fashioned group activity.
Just watch out – those summer storms can be absolutely dreadful, and on more than one occasion, you may find yourselves taking cover in one of the abandoned old farmhouses to wait it out. Get out of those wet clothes, get underneath those (admittedly musty smelling) blankets and use the stove inside to put on some tea. Get nice and cozy – you might be here for a while!
STOREHOUSE SCRAMBLE
Last on the Chosen’s to-do list is to build up their stores so that if an attack of this scale happens again, they’ll be ready for it. The Chosen are to come together as a group to help dig out safehouses and cellars for citizens to hide in during the next attack, and to help bolster their stores. Now that some of their ranks have brought home goods from Rumpitur, it’s time to figure out what to do with it all.
Chosen may assist in hunting and gathering resources, working together to dry and pickle vegetables, dig out safehouses (careful – there are vermin and minor cave-ins aplenty!), and to solicit local smithies to shore up their stores of weaponry – just in case.
That said, weapons aren’t much good without the ability to use them. The Chosen are welcome to test out the wares in a nearby clearing set up specifically for training, especially if they’re from worlds where they weren’t stuck with swords and bow and arrows. There are scarecrows and targets set-up to practice on, but there’s really no replacing one-on-one combat – take a shot at it, and you may even gain a small audience! And are they placing bets…? Well, you’d better do your best, or else more than your pride might wind up bruised.
no subject
Well, waste not, want not! [ He's not sure what's incurred her wrath, but he wouldn't be who he is if he didn't walk directly towards someone who doesn't seem to like him very much. He loosens his necktie as he strolls over there, unwrapping the layers from his neck. ] Believe it or not, I've had ruder invitations to dinner than that.
cw: brief hallucination + a tiny bit paranoia
Like a gun to the head? 'Cuz that could be arranged.
no subject
[ He finishes up folding up his necktie and shoves it into one of his voluminous pockets. While his expression remains cool and collected, his body language studiously neutral, he's stopped walking towards the girl; even Claude hesitates when someone has, out of the blue, decided to threaten to kill him.
Not that he's a stranger to threats on his life, but usually he at least knows the reason why -- and in this case, he doubts that she's just a violent racist. (Though she could be, he supposes. He's experienced it from stranger places. An unpleasant thought.) ]
I'm sorry, have we met before? I don't recall doing anything that warrants my bloody death.
no subject
Well! — That depends, Pretty boy. Your get-up reminds me of a monster I'm not too keen about. On a scale one to ten, you use to work for the law. How close I am? Winner gets one item for free! No negotiations, no take backsies.
no subject
Not that he thinks it will be strictly necessary. He's a lover, not a fighter. But he likes to be prepared. ]
All of this, just because I happened to dress up for negotiations? You've gotta realize that if you don't dress for the part, they won't take you seriously. And thanks to them taking us seriously, we've secured food and supplies while the town recuperates, which is the whole reason we came here. Even with me not being with the law and all.
[ He is a duke -- but that's not law enforcement, is it? If anything laws are the sort of things Claude tries to skirt around. ]
At least, it's why most of us came here. What, did you just tag along for the adventure?
no subject
Yep! I was bored.
( well, at least honest. but then she quickly adds just to be clear it wasn't just that. )
— And to be the muscle.
( which may be strange to say given her feature. not only she is a young teenage, but a short and skinny one at that. as for the muscles, they are there but not at all bulky. )
no subject
[ Claude crosses his arms, surveying Jinx's appearance. Short and scrawny though she may be, she might have something up her sleeve. And that something might just be a knife, or maybe two. What Jinx lacks in apparent physical might, she makes up for by being off-putting, a trait that is not to be underestimated; Claude knows he'd think twice before picking any unnecessary fights.
Which is probably why he bites back his first instinct, which is to make fun of just how scrawny she is. ]
Did you come as the muscle for anyone in particular, or did you volunteer as the muscle for the entire group? [ He glances around the campsite, knowing that most people have retired to bed by now. ] You must have come here with a friend or something.
no subject
— But if he wants me to protect everyone else here, I'd do that too. All he's gotta do is say the word.
( and given everything she's been through with silco, even after... the incident — she will follow almost every single order the man will command without question. )
no subject
[ Man. Watching her eat, now he's really hungry. But he doesn't have enough of a death wish to snatch the food out of her hands himself. He'll have to go bug someone else later, he decides. Maybe they'll take some well-earned pity on a poor man like him and give him some grub.
He glances around the camp as though to ascertain who it is that Jinx is talking about... but no luck. He doesn't know most of the people who came with them personally. He organized this little jaunt, but that doesn't mean he has any personal bonds with, well. Anyone. Just Marianne. ]
Someone you know from home, I assume, Miss... I don't believe you ever gave me your name.
no subject
( the teen recites almost as if she is attending class and a teacher is asking her a question -- a question she, for once, knows the answer to very knowingly. and claude will most certainly need to find someone else if he is famished, because she is not the kind who will share. maybe with other poorlings, but definitely not someone like him. he may not be an enforcer and he is dressing the part for negotiations, but he must be an upperclassman of some sorts. and this little terror sticks her nose up to such people. )
Yyyep! And the name's Jinx. And it stands for Jinx. — Be sure to memorize it or else I'll get sour.
no subject
And not that you asked, but! [ He presses a hand to his chest. ] My name is Claude. If you don't memorize it...
...well, that's okay. I'm fond enough of my own voice that I don't mind reintroducing myself as many times as necessary.
no subject
( and the thought of him and silco working together is almost laughable. unless silco finds some weird useful thing out of this guy she isn't seeing. which is quite possible, the two of them have such a different way of viewing the world and don't have much in common. )
— How about Chad Master?
no subject
We've only just now met, and you're already renaming me? I'm wounded! [ He mimes clutching at his own heart, staggering back a foot. ] But I suppose, lucky for my feelings, I think names are like clothes. You can never have too many, provided you like the ones you've got.
[ He's getting the distinct feeling he's being made fun of, though. ]
If that's what pleases you, then that's what it shall be. [ ... ] Does it mean anything?
no subject
( she says matter-of-factly with her sitting stil cross-legged. propping her elbow on her knee and a cheek resting on her palm, the teen looks over the other again, but this time with more relaxation than with suspicion. )
You're a real "the jar is always half full" kind of guy, are you? I bet you're everyone's favorite around here.
no subject
Believe it or not, there are some that find my relentless optimism to be very trying, [ he says with a grin. ] Granted, most of those people are back home and not in the lovely town of Aldrip, but give it time and I'm sure I'll collect my fair share of naysayers.
[ In truth, despite the many months he's spent here, he has few friends. That very same optimism is a tool used to keep people at arms length, even without any true reason to do so. He hasn't figured out this whole friendship thing quite yet. ]
And you, Jinx? Have you found a group of friends during your time here?
no subject
I got a few.
( the girl answers shortly, but then adds: )
— Never really had friends before. So it's a lil' weird.