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
Maybe they cast some sort of spell on us there. It had to be too good to be true for just something like that to pop up out of nowhere, right?
no subject
Mayhap. Though I can't say I felt any sort of magic being cast upon my persons.
[ Given her penchant for blue magicks, she's usually pretty sensitive to others casting magic around her. However, she suspects it's possible with this being an entirely different star that the magic would be different to what she's accustomed to. ]
no subject
they're finally at the storage area for the food, and Yosuke starts to unload it, considering.]
Does this place even run on magic? Do you know?
no subject
There is certainly magic here, though I can't say if it runs on it or not. They claim there to be gods here which would imply magic.
[ But again, she's simply going by what she knows from her own experiences. ]
no subject
[as if he hasn't had enough to deal with with them for a lifetime!!]
We really do have a laundry list of stuff we gotta figure out, huh?
no subject
I take it you have some experience with gods?
[ She's had her own experiences, though they'd turned out to not truly be gods. She was even beginning to question the Twelves' legitimacy. ]
It would appear we do.
no subject
[he scrunches up his face a little.]
Yep. She wanted to screw around with the human race and everything, so we had to kick her ass.
[what an elegant way to put it, Yosuke.]
no subject
I suppose that's not surprising. Those who were seen as gods back home would enthrall people.
no subject
[he shakes his head.]
They're kinda vain, aren't they?
no subject
[ Not that the gods aren't dangerous, she's sure they could cause a lot of problems if they chose to. ]
no subject
[he likes hearing about other worlds, even though this is kind of a fucked up thing to be talking about -- things that's going to kill them, and all.]
no subject
They become mindlessly set upon aiding the primal in whatever duty it was summoned for. In most cases, they were summoned to protect those who summoned them.
[ She frowns, remembering all the times she fought against a Primal. How the people that summoned them only wanted to be safe. It wasn't a terrible goal but the methods had been corrupted thanks to the Ascian. Such creations were never meant to have the power to enthrall. ]
no subject
Sorry you had to deal with that. That sounds creepy as hell, honestly... and I've seen some creepy shit.
no subject
'Tis just the way of things. I am glad we found a cure for tempering, however. Before the tempered had to be put down.
no subject
Tempering?
no subject
Before we discovered a cure there was nothing to be done for them. They were mindless with only the sole intent of seeing the Primal's will enacted.
no subject
[maybe he shouldn't ask what they did with them...]
What did the cure end up being?
no subject
[ They've already come to the realization that not everyone here knows what aether is. But she supposes she can explain what is if the question arises. ]
The short of it their aether needs to be rebalanced to cure them.
no subject
[he hasn't heard of aether before of course, but he thinks he figures he might know from context clues.]
So like... magic or life energy?
no subject
There are six types, one for each of the elements, and should it tip too far in one direction everything can be thrown out of the balance. Not just for people, but worlds as well. For example, one world tipped too far into darkness and is now a void where terrible demons we call Voidsent thrive.
no subject
That's pretty cool, though. Except for the void-world thing. That sucks a lot.
no subject
Probably better she doesn't. ]
What is your world like? You sounded familiar with gods.
no subject
[he doesn't know how to explain it really, just that it's Earth.]
Yeah, there was a goddess we fought who tried to end humanity. No big deal, right?
no subject
I suppose a god trying to end humanity wouldn't be a big deal if it's a common occurrence. Was it?
no subject
[very descriptive, Yosuke.]
Nah. Just... after I see it once, I've seen it all, you know?
(no subject)