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<blockquote data-quote="MacConnell" data-source="post: 8513661" data-attributes="member: 6855223"><p>The Maldrog people are known for their boisterous nature; but away from the public eye, they can prove to be sensible and level headed. The two in question are also quite forthcoming with all information they can remember once they learn the motivation for the DWAC asking.</p><p></p><p>"<span style="color: rgb(147, 101, 184)">We were captured... Let me start at what I know of these people</span>..."</p><p></p><p>The man doing most of the talking explains things in way that makes sense to help him remember. He conveys that all mining communities send out prospectors, but those of the Deviard are not looking for ore. They are looking for other miners. They use their inherent talent of Bending to alter the minds of others. If this does not work so well, they can also electrocute people. Once captured it seems to be difficult to even think about escaping. It is like the thought just slips away and is forgotten. Despite this, the Deviard are not especially cruel to prisoners. they do not beat them or starve them, as this would reduce labor, anyway.</p><p></p><p>The Deviard encampment to the north is fairly new. The two Maldrog were originally captured to the South and brought north. Others were captured later. There were two work units of prisoners. One would still be there. The prisoners worked in half day shifts so that only one group was in camp at a time. The locked quarters were shared. As there are no old prisoners, it is suspected that once a person becomes less viable at work, he is killed.</p><p></p><p>"<span style="color: rgb(147, 101, 184)">That is what I know, as I can remember it. Is there anything more</span>?"</p><p>[spoiler=Character Stats]</p><p><span style="color: rgb(26, 188, 156)">Coldtree</span>: full wellness</p><p>Harnin arrows: 17</p><p>Tunic: 52</p><p><span style="color: rgb(65, 168, 95)">Tehn</span>: full wellness</p><p>Tunic: 52</p><p>[/spoiler]</p><p>[spoiler=Collectibles]</p><p><strong>Currency</strong>:</p><p>Standard Earnings: 360 shillings / 10 days</p><p>Shillings: 437</p><p>Harnin Bucklers: 2</p><p>Harnin Hammers: 12</p><p></p><p><strong>Animal Parts</strong>:</p><p>Ant Pinchers: 5, (Cohesion +1)</p><p>Ant Stingers: 1, {Toxin x2}</p><p>Beetle Elytra: 5 pair (deflect 4, soak 2)</p><p>Coot Feathers: 1 set, (Cohesion +1)</p><p>Goat Beard Talisman: {Will +2}</p><p>Greenjay Feather Talisman: ??</p><p>Harvester Feather Talisman: 1, (Health +1)</p><p>Porcupine Quill: 1, {Cohesion +2}, (toxicity x 3)</p><p>Roadrunner Feather Talisman: 2: ??</p><p></p><p><strong>Ores</strong>:</p><p>Aluminum: 4, (Motility +2), {Shock x3}</p><p>Tin: 1, (Persona +1), {- Mind x 2}</p><p>Zinc: 7, (Health +1), {+ Body x 2}</p><p>Whitish Metal: 4, ??</p><p></p><p><strong>Plants</strong>:</p><p>Berserker Flowers: 1 measure, {+ Strength x2 / - Mind x3}</p><p>Dried Flowers: 2: ??</p><p>Mend Leaves: 3 measures, {Restore x 2}</p><p></p><p><strong>Stone</strong>:</p><p>Bloodstone: 1, {Health +1}</p><p>Coal: 1, (heat x3)</p><p>Emberstone: 1, {Confluence +2}</p><p>Flint: 1, (Shock x2)</p><p>Heartstone: 1, {Confluence +1}</p><p>Lodestone: 9, (shock x 3)</p><p>Milkstone: 1, {Will +2}</p><p>Slate: 3, {Sound x2}</p><p>Slickstone: 4, {Frostbite x3}</p><p></p><p><strong>Oddities</strong>:</p><p>nothing here</p><p>[/spoiler]</p><p>[ooc]Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8513661, member: 6855223"] The Maldrog people are known for their boisterous nature; but away from the public eye, they can prove to be sensible and level headed. The two in question are also quite forthcoming with all information they can remember once they learn the motivation for the DWAC asking. "[COLOR=rgb(147, 101, 184)]We were captured... Let me start at what I know of these people[/COLOR]..." The man doing most of the talking explains things in way that makes sense to help him remember. He conveys that all mining communities send out prospectors, but those of the Deviard are not looking for ore. They are looking for other miners. They use their inherent talent of Bending to alter the minds of others. If this does not work so well, they can also electrocute people. Once captured it seems to be difficult to even think about escaping. It is like the thought just slips away and is forgotten. Despite this, the Deviard are not especially cruel to prisoners. they do not beat them or starve them, as this would reduce labor, anyway. The Deviard encampment to the north is fairly new. The two Maldrog were originally captured to the South and brought north. Others were captured later. There were two work units of prisoners. One would still be there. The prisoners worked in half day shifts so that only one group was in camp at a time. The locked quarters were shared. As there are no old prisoners, it is suspected that once a person becomes less viable at work, he is killed. "[COLOR=rgb(147, 101, 184)]That is what I know, as I can remember it. Is there anything more[/COLOR]?" [spoiler=Character Stats] [COLOR=rgb(26, 188, 156)]Coldtree[/COLOR]: full wellness Harnin arrows: 17 Tunic: 52 [COLOR=rgb(65, 168, 95)]Tehn[/COLOR]: full wellness Tunic: 52 [/spoiler] [spoiler=Collectibles] [B]Currency[/B]: Standard Earnings: 360 shillings / 10 days Shillings: 437 Harnin Bucklers: 2 Harnin Hammers: 12 [B]Animal Parts[/B]: Ant Pinchers: 5, (Cohesion +1) Ant Stingers: 1, {Toxin x2} Beetle Elytra: 5 pair (deflect 4, soak 2) Coot Feathers: 1 set, (Cohesion +1) Goat Beard Talisman: {Will +2} Greenjay Feather Talisman: ?? Harvester Feather Talisman: 1, (Health +1) Porcupine Quill: 1, {Cohesion +2}, (toxicity x 3) Roadrunner Feather Talisman: 2: ?? [B]Ores[/B]: Aluminum: 4, (Motility +2), {Shock x3} Tin: 1, (Persona +1), {- Mind x 2} Zinc: 7, (Health +1), {+ Body x 2} Whitish Metal: 4, ?? [B]Plants[/B]: Berserker Flowers: 1 measure, {+ Strength x2 / - Mind x3} Dried Flowers: 2: ?? Mend Leaves: 3 measures, {Restore x 2} [B]Stone[/B]: Bloodstone: 1, {Health +1} Coal: 1, (heat x3) Emberstone: 1, {Confluence +2} Flint: 1, (Shock x2) Heartstone: 1, {Confluence +1} Lodestone: 9, (shock x 3) Milkstone: 1, {Will +2} Slate: 3, {Sound x2} Slickstone: 4, {Frostbite x3} [B]Oddities[/B]: nothing here [/spoiler] [ooc]Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.[/ooc] [/QUOTE]
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