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<blockquote data-quote="MacConnell" data-source="post: 8018586" data-attributes="member: 6855223"><p>[spoiler=Collections]</p><p>Ant Stingers: 4, {toxicity x2}</p><p>[/spoiler]</p><p>[ooc]GM NOTE:</p><p>I will try to keep track of party items that have been collected and may be used by any party member upon declaration of the character. It is irrelevant who specifically carries each item. If used during combat, it is granted that the character possessed the item at that time.</p><p></p><p>If a particular item is desired specifically by a character, such as the ant pinchers already listed on your character records, the item will be removed from the party collections list.[/ooc]</p><p></p><p></p><p>[gm]Excellent addition of roleplay to introduce an 'accident.' Bonus DP for all characters.[/gm]</p><p>There is not really any certainty in the future of said decision, but the decision was made, nonetheless; and as typical for adolescents, it is considered to be the absolute correct decision.</p><p></p><p>Oorvid purses his lips and grinds his knuckles. He is not the least bit angry. In fact, none of the others have ever seen him angry. It is an involuntary action he does when he is thinking. "<span style="color: brown">I have seen the way the Norikadians defer to you when they come to trade. It is a combination of respect and aloofness. They are somewhat afraid of you because you were the sole surviver of that wreck, but they respect you</span>."</p><p></p><p>Astrid gathers her sling. Oorvid's father suggests that each carry two water skins. If nothing has been gained when the first runs out, the second will provide enough for the return trip. It is sound advice, and everyone does so. Each takes some trail food.</p><p>[ATTACH=full]123113[/ATTACH]</p><p>There are four known communities in the characters' area of the northwest. The Norikadian Village is the farthest out, being on the outside of the Dragon's Wing. The Norikadians are primarily fishermen, having more than competent skill in carpentry. They trade fish and whale oil for goods from the others communities. As a tribe, they are the most superstition, always referring to luck and probability and looking for signs and omens.</p><p></p><p>The Orngaddrin Village is on the inside cusp of the Dragon's Wing. The Orngaddrin are primarily miners. They trade metal tools for goods from the other communities. They are the least superstitious, seemingly always grounded in the moment. When the parents of Oorvid immigrated to the Spiofthest village, it gave the community a competent smith.</p><p></p><p>The Centrin Village is north along the Windy Coast, but not quite to the desert. The Centrins are primarily herders and excel in the manufacture of textiles. They trade fabric for goods from the other communities. As a tribe, they are moderately superstitious and prone to ritual for luck. The parents of Hiroshi exchanged places with a family of Spiofthest as a sign of goodwill for both communities, become the local weavers.</p><p></p><p>The parents of Wrenn are an anomaly of the Shimadow people, who are sparsely distributed nomads of the area, being generally hostile. Not harboring the natural animosity for others like the rest of their people, they improved the game stalking skills of the locals.</p><p></p><p>The Spiofthest Village is the farthest south along the Windy Coast, just inside the northern edge of the Towering Pines. The Spiofthests are primarily farmers but have excellent leather working skill. They trade clothing and fruits for goods from the other communities. As a tribe, they are mildly religious with regard to the environment but not particularly superstitious. The Storyteller is regarded more as a form of entertainment.</p><p></p><p>Raring to go, the young, would-be heroes sleep little that night, rising to get an early start. The journey begins quickly as the four meander in a generally southernly direction through the Towering Pines but slows significantly as new and unfamiliar sights and sound are discovered, often stopping just to listen and look around.</p><p></p><p>At one of these intermittent stops during the mid-morning, a distinctly odd sound similar to a quietly crying baby can be heard from up in the distance. The sound may be coming from the canopy, but it seems more like it is from ground level.</p><p>[ooc]Each character receives 5 DP.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8018586, member: 6855223"] [spoiler=Collections] Ant Stingers: 4, {toxicity x2} [/spoiler] [ooc]GM NOTE: I will try to keep track of party items that have been collected and may be used by any party member upon declaration of the character. It is irrelevant who specifically carries each item. If used during combat, it is granted that the character possessed the item at that time. If a particular item is desired specifically by a character, such as the ant pinchers already listed on your character records, the item will be removed from the party collections list.[/ooc] [gm]Excellent addition of roleplay to introduce an 'accident.' Bonus DP for all characters.[/gm] There is not really any certainty in the future of said decision, but the decision was made, nonetheless; and as typical for adolescents, it is considered to be the absolute correct decision. Oorvid purses his lips and grinds his knuckles. He is not the least bit angry. In fact, none of the others have ever seen him angry. It is an involuntary action he does when he is thinking. "[COLOR=brown]I have seen the way the Norikadians defer to you when they come to trade. It is a combination of respect and aloofness. They are somewhat afraid of you because you were the sole surviver of that wreck, but they respect you[/COLOR]." Astrid gathers her sling. Oorvid's father suggests that each carry two water skins. If nothing has been gained when the first runs out, the second will provide enough for the return trip. It is sound advice, and everyone does so. Each takes some trail food. [ATTACH type="full" alt="59EDF51B-E4D6-45F5-9741-FCE3BF2A27D3.jpeg"]123113[/ATTACH] There are four known communities in the characters' area of the northwest. The Norikadian Village is the farthest out, being on the outside of the Dragon's Wing. The Norikadians are primarily fishermen, having more than competent skill in carpentry. They trade fish and whale oil for goods from the others communities. As a tribe, they are the most superstition, always referring to luck and probability and looking for signs and omens. The Orngaddrin Village is on the inside cusp of the Dragon's Wing. The Orngaddrin are primarily miners. They trade metal tools for goods from the other communities. They are the least superstitious, seemingly always grounded in the moment. When the parents of Oorvid immigrated to the Spiofthest village, it gave the community a competent smith. The Centrin Village is north along the Windy Coast, but not quite to the desert. The Centrins are primarily herders and excel in the manufacture of textiles. They trade fabric for goods from the other communities. As a tribe, they are moderately superstitious and prone to ritual for luck. The parents of Hiroshi exchanged places with a family of Spiofthest as a sign of goodwill for both communities, become the local weavers. The parents of Wrenn are an anomaly of the Shimadow people, who are sparsely distributed nomads of the area, being generally hostile. Not harboring the natural animosity for others like the rest of their people, they improved the game stalking skills of the locals. The Spiofthest Village is the farthest south along the Windy Coast, just inside the northern edge of the Towering Pines. The Spiofthests are primarily farmers but have excellent leather working skill. They trade clothing and fruits for goods from the other communities. As a tribe, they are mildly religious with regard to the environment but not particularly superstitious. The Storyteller is regarded more as a form of entertainment. Raring to go, the young, would-be heroes sleep little that night, rising to get an early start. The journey begins quickly as the four meander in a generally southernly direction through the Towering Pines but slows significantly as new and unfamiliar sights and sound are discovered, often stopping just to listen and look around. At one of these intermittent stops during the mid-morning, a distinctly odd sound similar to a quietly crying baby can be heard from up in the distance. The sound may be coming from the canopy, but it seems more like it is from ground level. [ooc]Each character receives 5 DP.[/ooc] [/QUOTE]
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