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
I bring it out in a lot of people, honestly.
[but then they start talking about that guy...]
Silco. He just showed up with this round of newbies... fucked up face, talks like poison? Messed everything up for my family back home.
no subject
[ Claude rubs his chin, considering. He can't argue that he had an imposing demeanor to him, the sort of presence that suggested that he was two steps ahead of everyone and rather liked to keep it that way. He had struck Claude as a good friend to have, but a worse enemy.
Not that the guy made a secret of the fact that he had his fair share of enemies. ]
He also told me he died back home. What did he do to you?
no subject
[/sarcasm
she stuffs her hands in her pockets and looks away. she'd been thinking too much about what had happened at home since she'd seen his ugly mug for the first time here...]
He tore up my family. We didn't even do anything to him... we just wanted to be left alone.
[which isn't necessarily true, but Vander trying to murder Silco was way before her time and she doesn't even know the details of all of that anyway.]
no subject
[ Claude's not exactly eager to take sides. Silco had been opaque about what it was he actually did; it was a bunch of lofty sentiment, but he had wisely kept his cards close to his chest. It's unfortunate, perhaps, that Claude sees a kindred spirit in him, in someone willing to scheme and manipulate his way to success.
But what will dictate whether they're kindred spirits or not is the question of what success looks like to him. Claude is not so naive as to think his actions haven't torn innocent people's lives apart either, or that he's not planning on doing just that. Such is war, as it's been brought to his doorstep. But he has a sneaking suspicion that their ideals are quite different. ]
I'm sorry about your family. They got caught in the crossfire of... whatever it was he was planning, I assume? He mentioned that he mainly dealt in the slums. I imagine you guys were left particularly vulnerable. That's not a position from which you can easily just pack up and leave.
no subject
Vander...]
It's almost impossible to leave the undercity once you're there. [she starts to rub at the gauntlets now, as if to clean them, when really she's just trying not to look at Claude.] Silco had his own grand plans, but my... [wheeze.] guardian had everything under control. He wasn't perfect, but he took care of all of us there.
Part of it's my fault. But most of it is Silco's.
no subject
Vi is clearly uncomfortable with this conversation. He shouldn't pry. ]
Let me take a stab at it: your guardian had things under control, but Silco had plans of his own, plans he needed power for. So he...
[ Ah. ]
I think I get it now. But what did he need all that power for?
no subject
[Vi sneers, her face getting cloudier in annoyance.]
He had ideas for his own nation of Zaun... and then he'd take over Piltover to give them repayment for what they'd brought down on us. Like those rich fucks would just let him walk in and blow everything up.
no subject
[ With better resources, to boot. The wealthy lazing in their coffers - like Claude himself, he supposes - have everything at their disposal. They have everything to lose, too, which can make them a little more toothless, but Claude can see it going wrong too. Hopes that he can; it's what he's planning on at home too, watching the Kingdom disintegrate Empire forces until it's time for his people to swoop in and take advantage of their weakness. ]
...but he lost in the end. [ He looks over at Vi, considering the venom in her expression. ] Were you the one to do it? To kill him, I mean. He already told me that he's dead.
no subject
[she sighs, using the time to exhale slowly as she shook her head.]
No, I didn't kill him. He... [she doesn't really know what to say now. everything had happened so fast, then.] he made a gamble, and he lost. So he died for it.
no subject
[ It's how it will work for him, one way or another, though Claude fancies his own chances to be a good sight better than a guy like that. It sounds as though he got the retribution that he had been practically begging for, though; there's no taste of defeat as bitter as by one's own hand. ]
And after you were finally rid of him... you got stuck with him here, too. Think he's still a danger? To the people here too?
no subject
Hell if I know for sure. Probably. That's why I'm trying to get people to at least keep an eye on him here.
[a beat.]
Especially since my sister's here too for him to brainwash.
no subject
no subject
uhhhhh--]
No, it's not Caitlyn.
[her face is a little warm at the prospect of it. for... reasons.]
You met Jinx here yet?
no subject
Jinx? Yeah, I've met her. I think she wanted to take a bite out of me.
[ He grins. ]
I think I managed to charm her, though. Or at least convinced her it wouldn't be worth her time. It's probably the second one, but do me a favour and allow me the delusion of my own charisma.
[ He sobers a little, then, because there's a story here. ]
Anyway... she did tell me that the only reason she came along to the diplomacy talks was out of loyalty to someone else. I didn't realize at the time that it was Silco. I never would've guessed.
no subject
[she rubs her eyeballs, considering her feral little sister for a moment. but then she slowly lets a breath out, and shakes her head.]
She thinks she's his daughter or something.
[you can tell by the way she looks and speaks about it that she doesn't approve at all.]
no subject
[ Yikes. ]
And I take that... she's not really his daughter, then. Still, tough to worm your way out of loyalty to your parents - or adoptive parents - of all people. How did that happen?
no subject
[she rolls her shoulders before bringing up a hand to rub at them.]
I got arrested... I left her alone. Silco found her and put all sorts of wild shit in here head while I was in prison.
no subject
[ Damn. This is nearly as complicated as noble family drama. And noble family drama usually has its fair share of fratricide involved. Hopefully for them, it won't come to that. ]
I'm guessing that the wild shit he put in her head wasn't too good for your relationship.