Upward from Land's End

MacConnell

Creator of The Untamed Wilds
... the six friends will...
Antapkos: 24(observation) + 65(d100) = 89
Siofrita: 25 + 65 = 90
Cormorante: 23 + 65 = 88
Britta: 23 + 65 = 88
Sprthnt: 25 + 65 = 90
Kuwaia: 24 + 65 = 89
Antapkos: 24(observation) + 24(clarity) + 65(d100) = 113 - 20(rudimentary) = 93
Siofrita: 25 + 26 + 65 = 116 - 20 = 96
Cormorante: 23 + 23 + 65 = 111 - 20 = 91
Britta: 23 + 25 + 65 = 113 - 20 = 93
Sprthnt: 25 + 22 + 65 = 112 - 20 = 92
Kuwaia: 24 + 24 + 65 = 113 - 20 = 93
In the first four days, since leaving South Road Fair, during the evening hunting expeditions, the six friends are able to collect, in addition to the two peccaries on the fourth evening, several jacks and harvester birds. As yet being little skilled in the preparation of game, the majority of the meat from anything cleaned can be salvaged, but nothing of a utility nature could be manufactured. Grasslands are, really, not very productive with regard to edible plants, except when the grain is ready to be harvested, which it is not. Due diligence does result in some discovery, as a few tubers and edible mushrooms are located to supplement the meat.

During the second four days, which are spent walking through a forest of deciduous, nut and acorn bearing trees, instead of the cone bearing ones, like what surround South Road Fair, the six are able to collect only nuthogs. The energetic tree rats are so named because of their voracious consumption of the tree products during the season they are available and because they are a little more than twice the size of normal tree rats, also having better meat. Once again, the only edible plant material to be discovered are tubers and mushrooms, though forest mushrooms are much larger than those of the prairie.

Just before arriving in Bridgetown, Vyerbluth gives commands for post assignments, which is the usual practice. Antapkos and Cormorant are to have guard duty the first night but liberty on the second. It is the common practice for half of all the guards to be one duty at night. When stopped for Boga City or South Road Fair, local guards will diligently protect the caravan, as it is in their best interest. The usual pattern for the caravan is to arrive in the afternoon or the evening, Vyerbluth will conduct what little trade can be done in Bridgetown the following day, and the caravan will continue on toward Boga City the morning after that. Some of the caravaners, who have been there before, convey to Antapkos and Cormorant, as well as their four friends, that really good meals of fresh fish and melons are cooked in stone ovens and that they should make a point of buying one
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions while traveling and provide a random roll.
 

log in or register to remove this ad

MacConnell

Creator of The Untamed Wilds
Bridgetown:
This small community is developing along the Southern Trade Route at the river crossing, five days south of Boga City and seven days north of South Road Fair. There is an ancient stone bridge crossing the river, suspected to have been built in the previous age by the Yahdram. The community began as a mere tavern, constructed by an adventurous, Centrin entrepreneur out of Boga City, due to the convenience of the location as a resting point for caravans passing between Boga City and Asylim. The river provides good water and good fishing. The tavern was built using timber and labor brought up from South Road Fair.

Government:
This community is still small enough that no specific government system exists. Because the proprietor of the tavern, Gastrobon, was the first on the site, others, who have come later, defer to him, and he considers everything from a business management point of view. The community is voluntarily being operated like a corporation of small businesses to the betterment of profitability. Though all business leaders defer to Gastrobon, matters are discussed collectively, with final approval being his. The community has no official militia or guards.

Levels of Technology:
The overt indicators for the expression of technology with any given society are represented by construction, fashion, and weaponry. The subtle indicators are communication and art. This developing community is still dependent upon Boga City and South Road Fair for any manufacturing that is not related to agriculture. Some specific farming is being pursued, rather than always sending out foragers, particularly with various types of squash, that the local people call melons. The common language is Centrin, but places of interest are marked with placards rather than words.

Economics:
The base currency is a metal coin, manufactured in Boga City, made from ocrin, an alloy of tin and zinc, and is simply called by the name of that alloy. There is a second coin, valued at 10 Ocrins, made from Harnin, an alloy of iron and zinc, which is called a Deck. All trade is expressed in terms of Ocrins.

Trade is not often conducted with the regular caravans that pass through, as necessary tools and construction materials are acquired, when needed, by deliberate expedition of a local wagoneer or two. The tavern is the main source of outside income, as the caravaners, when stopping to rest, will make a point of eating the fine fare that is offered, especially pies and breads, made from the various locally grown crops, and baked fish, collected from the river. Corn, which grows naturally and prolifically as the forest gives way to the prairie, to the north and the south, is gathered by collectors, who operate the newly constructed grist mill. Wheat and barley are usually purchased from Boga City. Due to the convenience of the location, several stone ovens have been constructed in a plaza area outside of the tavern, and the reputation for the quality of the food is spreading. There are outside dining tables placed on the same plaza, which allow customers the privilege of smelling all and seeing some of the cooking, while enjoying a meal. The ambiance created by such an idea has become popular, even the locals like to sit down and eat there.

The tavern is located on the northern side of the bridge and the western side of the road, within sight of the where the smaller stream, upon which the bridge and town are built, joins the main river, farther to the west. The oven plaza is adjacent to and on the western side of the tavern, farther from the road. The daily operations of the tavern and customer service are overseen by Merita, a Centrin woman and the heartmate of Gastrobon, who manages the actual cooking, doing much of it himself.

The grist mill, operated by Grandon, a Centrin man, is on the northern side of the bridge and a few hundred strides upstream to the east.

Pumpkins are grown on the northern side of the bridge and the eastern side of the road, where the crop can be seen in passing. The town even has a festival dedicated to the harvesting of the pumpkins. Trees had to be cleared to make space for farming. All agricultural ventures are overseen by Farlen and Hortica, a Centrin couple.

A great amount of fishing is done by each respective family to collect meat for its own consumption, but a collective effort is done using canoes and nets. The collective fishing, which can interfere with individual catches, is scheduled and announced to the town. This process is managed and overseen by Killian, a Spiofthest man, who moves the operation to different locations along the river to maximize his catch and minimize the interference upon the other town members. With a silk supply coming in from South Road Fair, better nets are being stitched using it, instead of the more rudimentary gut material.

Theology:
Somewhat loosely adhering to the centralized belief system that was solidified by a collective populace, in Boga City, of Centrins and Spiofthests, most business venturing individuals are particularly interested in the minor deities spawned by Benevolence and Malevolence, especially the opposing deities of Fortune and Misfortune. Special homage is paid and favor asked of Fortune, using a particular ritual that involves tossing a coin over one's own shoulder into water. It is believed that the request has a better chance of being rewarded if that water has a definitive current. With the local convenience of a bridge constructed over a clear running stream, there is even an official ceremony performed by Gastrobon, Grandon, Killian, Farlen, and Hortica, once each Cycle, when both moons are full.
 

Eric Zephlaer

Gaming Aficianado
Having become very good friends in a short matter of time, the four youths from South Road Fair stay close at hand to help guard the caravan, the first night, with Antapkos and Cormorant. The next day, the six plan to spend the early part of the day following the river upstream, for an hour or two, until they feel that they are far enough from town to be undisturbed, then doffing their clothing for a bit of refreshment, entertainment, and relaxation in the water. When the Daylight has passed through about 3/4 of its path, they intend to return to town to try some the food that was recommended. Antapkos and Cormorant will cover the cost of the food and see if it is possible to exchange some of their loose coins for something more manageable.
OOC: 83
 

MacConnell

Creator of The Untamed Wilds
... the four... stay... the six plan...
The four youths from South Road Fair stayed close at hand to help guard the caravan, the first night, with Antapkos and Cormorant, which was completely uneventful. The next day, shortly after first light, when Antapkos and Cormorant had checked in with Vyerbluth, the six cordially spoke with a few people in town, mostly in greeting as the common language of Bridgetown was Centrin, not Ansylin, as they walked along the southern bank of the river, upstream, for about two hours. In geographic terms, this did not take them very far from town, though it was out of sight and out of hearing range. Stopping at a suitable location, where the river was more shallow on their side than the other, the six stowed their weapons and gear near the waters edge, placed all of their clothing on top of them, and then slowly picked their way along the, somewhat, rocky bottom until they were in water deeper than they could touch bottom.

The water was markedly cooler than the stream that flowed through South Road Fair, deeper, and flowed with a stronger current. The current was not enough to be dangerous. It was more entertaining to relax and drift with it before moving to shallower water to walk back to the others. They also used this opportunity to rub themselves clean of all the dust from traveling, especially through their hair. Cormorant was the only one without long hair, which was a common trait among the Ansylin people. This occupied very little of the day before the amorous pairs separated and spent more intimate time with one another, though remaining in the water to do so.

A few hours had passed in such a manner then the six began to explore the river in greater earnest. It was quickly discovered that the river was plentiful with fish but had fewer mussels; although, it also had a fair number of crustaceans. Sprthnt realized that he could cause a minor shock to a fish several body lengths away from him, through the water, without any risk of shocking himself. The others found this to be very fascinating, and Siofrita discovered that she, too, could perform such a feat. They used this talent to collect several fish for lunch, which were thrown up on the bank near the group’s belongings.

When the sixth fish of decent size was tossed to shore and everyone surfaced, having swam underwater to watch the interesting trick of the two catching fish, they saw that a group of strangers had come upon their location. There were nine young men, all together, no females. Their skin was a dark brown, almost burgundy color that had been decorated with a few marks on the faces and upper arms that must have been dyed using some very dark berry. They were only dressed in loincloths, but each carried a pair of weapons at his hips that looked a bit like carving axes, though they were made of an unfamiliar metal that was darker than harnin and much darker than ularin. The nine youths on the shore began to laugh at the six youths in the water as they started to collect their belongings and their fish, though having a bit of trouble with the fish, which were not dead, only stunned and began to flop around.

Cormorant and Britta are farthest upstream and only about five steps from shore. Antapkos and Siofrita are farthest downstream, he being about five and she about seven steps from shore. Sprthnt and Kuwaia are in the middle with Kuwaia being about seven steps from shore but Sprthnt over his head and about nine strides’ distance from the water’s edge.
Antapkos: 26(readiness) + 25(speed) + 25(clarity) + 83(d100) = 159
Siofrita: 23 + 25 + 26 + 83 = 157
Cormorante: 24 + 24 + 23 + 83 = 154
Britta: 25 + 24 + 25 + 83 = 157
Sprthnt: 26 + 25 + 22 + 83 = 156
Kuwaia: 25 + 25 + 24 + 83 = 157

Evipau: 30 + 26 + 12 + 113 = 181
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide 2 random rolls.
 

Eric Zephlaer

Gaming Aficianado
If this group of young men thinks they are simply going to walk away with things belonging to Cormorant and Britta, just because the two are naked, they are about to learn that they are sadly mistaken. Unconcerned with their nakedness, the two exit the river as quickly as they can, Cormorant going straight at the enemy. A ripple courses over his skin as he exits the water, while he sucks in a breath and clenches his fists. It is unclear what Britta does, mystically, but it suddenly becomes a little more difficult to focus directly on her. The irony of using the talent called Soullessness is that Britta, when she is no longer in the river, stands still and opens her arms wide, showing her full nakedness to the thieves trying to steal her stuff, enticing any one of them to come at her, where she will fight defensively. Having no weapons, Britta remains empty-handed, while Cormorant picks up a fist-sized stone to use as a club, of sorts.

Having developed a similar tactic to Cormorant but using a different pathway to achieve it, Antapkos acquires a stone, suitable to throw, from the river bottom, smiles at Siofrita as his body appears to vibrate for about two seconds, and throws the stone at one of the thieves. Siofrita realizes that she does not need a stone and can do the same thing to the young men trying to take her stuff, as she had to the fish.

Kuwaia, like Cormorant and Britta, immediately disregards her own nakedness and walks boldly from the water. Also like Cormorant, a ripple runs over her skin, further displaying her corded musculature. Retrieving a mere piece of driftwood as she exits the river, she uses it for a weapon. Sprthnt does not even need to swim to shallower water, but he does, just to be closer to his friends. Really hating the idea of some opportunists ruining their recreation, he snaps his fingers on his left hand and points at one of the enemies closest to Kuwaia, sending a pulse of air.
OOC: 76, 80

Antapkos: 25(athletics)
Cormorante: 27(strength)
Britta: 24(soullessness)
Kuwaia: 26(strength)
Antapkos: 26(launch) + 25(accuracy) + 25(clarity) + 76(d100) = 152 + 25(athletics) = 177
Siofrita: 29(bending) + 26(toxicity) + 80(d100) = 135
Sprthnt: 29 + 24(push) + 80 = 133
Cormorante: 24(aggression) + 24(accuracy) + 27(fury) + 76(d100) = 151
Britta: 24(finesse) + 24 + 25(clarity) + 76 = 149
 

MacConnell

Creator of The Untamed Wilds
... Cormorant and Britta... Antapkos... Siofrita... Kuwaia... Sprthnt...
Antapkos: 25(athletics)
Cormorante: 27(strength)
Britta: 24(soullessness)
Kuwaia: 26(strength)
Antapkos: 26(launch) + 25(accuracy) + 25(clarity) + 76(d100) = 152 + 25(athletics) = 177 + 25(athletics) = 202 + 50(range) = 252

Evipaun: 16(avoidance) + 10(analysis) + 86(d100) = 112
252 - 112 = 140% * 5 = 6
Siofrita: 29(bending) + 26(toxicity) + 80(d100) = 135
Sprthnt: 29 + 24(push) + 80 = 133

Evipaun: 30(conditioning / aggression) + 12(clarity / fury) + 90(d100) = 132
Cormorante: 24(aggression) + 24(accuracy) + 27(fury) + 76(d100) = 151 + 27(strength) = 178
Kuwaia: 24 + 25 + 26 + 76 = 151 + 26(strength) = 177
Evipaun: 30 + 16 + 12 + 86 = 144
174 - 144 = 30% * 3 = 1
Britta: 24(finesse) + 24 + 25(clarity) + 76 = 149

Evipaun: 30(readiness) + 16(avoidance) + 10(analysis) + 86 = 142
178 - 142 = 36% * 5 = 2
177 - 142 = 35% * 5 = 2
149 - 142 = 7% * 3 = ~1
Cormorante: 24 + 23 + 22 + 76 = 145
Britta: 25 + 25 + 24 + 76 = 150 + 24(soullessness) = 174
Kuwaia: 25 + 24 + 20 + 76 = 145
Never having seen such people before, the party later learns that the hostile Aedamans are of the tribe called, Evipau. Males of the particular age group, often referred to as Hatchets because of their chosen weapon, are known to be sociopathic but not necessarily psychotic. It is rumored that they will attack anyone but their own tribe, though not without giving a chosen target a chance to run. They will hoop and holler, announcing their intention to attack before engaging or, in the case of this group, laugh and carry-on while stealing discarded belongings. It is reported that they will attempt to kill all males but kidnap women and children. The females and young children of this tribe exist in separate units that travel little and avoid contact with outsiders. When males are attempting to locate female units, they make calling sounds similar to deer, so that the females will signal back rather than hide or run. Female clans are kept small, never more than nine adults. Nine is a special number to the Evipau people.

The young adults are clothed in a simple loin cloth, made from an animal hide, which offers little protection and little coverage. The chosen weapons are two small axes, similar to carving axes, which may be thrown but at least one is kept for melee. The one closest to Cormorant nodded as if he approved of the brazenness and drew his axes, as he moved to join him in combat. Stepping to his right before the Evipau could swing, Cormorant swung his stone, to strike the man in the head. Reflexively lifting his left arm in an attempt to block, the stone struck him in the ribs just under the armpit, cracking one of them. The Evipau did not anticipate the strength of his opponent and did not connect with his hatchet.

Had the enemy been Faethrins instead of Aedamans, the sight of the completely naked Britta, facing fully front, might not have had as significant of an effect, she being Mhytre, but one of the young men sticks out his tongue in a vulgar gesture, as he lumbers toward her. Instead of drawing an axe, he reaches forward as if to grab her, which was a mistake. She strikes the Evipau twice with her fists, for his foolishness, once as a counter and once as a riposte. The blows are not especially damaging, but they do ring his bell, a bit.

Antapkos moves forward only a few steps, through the water, and throws his stone at one of the thieves, as he is bent over collecting something from the ground. The stone is amazingly well-aimed, glancing off of the enemy’s head and almost rendering him unconscious. The youth staggers, considerably dazed, and puts a hand to his head, seeing a trickle of blood wipe onto his palm. One of the others shakes his head, for no appararent reason, and then looks out from the spoils toward the water. Whatever Siofrita had done to him seems to have little effect. Another of the young men is pushed over by a freakish gust of wind, though he is unharmed. Being the closest to Kuwaia, he is unable to regain his footing before she strikes him in the leg with her collected piece of driftwood. Evidently thinking themselves to be superior to females, another of the Evipau, refusing to draw a weapon, attempts to backhand Kuwaia but misses.

Now fully aware that the six naked youths were definitely going to fight to retain their things, the Evipaun turn their attention directly toward confrontation. Cormorant, Britta, and Kuwaia are all going to be facing two opponents each. The remaining three, including the one who was hit by Antapkos, move toward the river to engage Antapkos, Siofrita, and Sprthnt, individually.
E1: Mind: 10 - 2 = 8, dazed.
E2: Mind: 10 - 2 = 8, dazed.
E3: Mind: 10 - 6 = 4, confused.
E4: Mind: 10 - 2 = 8, dazed, prone.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide 2 random rolls.
 

Eric Zephlaer

Gaming Aficianado
Though he knows he cannot be understood, Cormorant says to the injured foe, as an additional ripple runs over his skin, “I hate thieves. You are pathetic!”
OOC: +27(motility)

Britta makes kissing sounds at the one she struck. “Willst du etwas davon? Komm versuch es nochmal.”
You want some of this? Come try again.
Seeing that an enemy is coming to him, Antapkos says, as he retrieves anorther stone, “Kalos! Ela. Tha se chtypiso xana.”
Good! Come. I will hit you, again
Siofrita does not speak but since the enemy is coming to her, slowly begins to back further into the river. Kuwaia does not speak, a second ripple goes over her skin, as she strikes at the leg of her opponent, again, trying to prevent him from rising.
OOC: +26(motility)

Caring more about Kuwaia than himself, Sprthnt snaps the fingers of his right hand and points at the new opponent engaging his heartmate, sending another pulse of air.
OOC: 64, 73
 

MacConnell

Creator of The Untamed Wilds
... Cormorant says... Britta makes... Antapkos says... Siofrita... begins... Kuwaia... strikes at the leg... Sprthnt snaps...
Antapkos: 25(athletics)
Cormorante: 27(strength, motility)
Britta: 24(soullessness)
Kuwaia: 26(strength, motility)
Antapkos: 26(launch) + 25(accuracy) + 25(clarity) + 64(d100) = 140 + 25(athletics) = 165 + 100(range) = 265

Evipaun: 16(avoidance) + 10(analysis) + 69(d100) = 95
265 - 95 = 170% * 5 = 9
Siofrita: 29(bending) + 26(toxicity) + 73(d100) = 128
Sprthnt: 29 + 24(push) + 73 = 126

Evipaun: 30(conditioning / aggression) + 12(clarity / fury) + 78(d100) = 120
128 - 120 = 8% * 6 = ~1
126 - 120 = 6% - 16(contortion) = no damage
Cormorante: 24(aggression) + 24(accuracy) + 27(fury) + 64(d100) = 139 + 27(strength) = 166
Kuwaia: 24 + 25 + 26 + 64 = 139 + 26(strength) = 165
Evipaun: 30 + 16 + 12 + 69 = 127
162 - 127 = 35% * 3 = 1
Britta: 24(finesse) + 24 + 25(clarity) + 64 = 137

Evipaun: 30(readiness) + 16(avoidance) + 10(analysis) + 69 = 125
166 - 125 = 41% * 5 = 2
165 - 125 + 100(prone) = 140% * 5 = 7
137 - 125 = 12% * 3 = ~1
Cormorante: 24 + 23 + 22 + 64 = 133 + 27(motility) = 160 + 24(kilter) = 184
227 - 184 = 43% * 7 = 3 - 1(tunic) = 2
Britta: 25 + 25 + 24 + 64 = 138 + 24(soullessness) = 162 + 24(kilter) = 186
227 - 186 = 41% * 7 = 3 - 1(tunic) = 2
Kuwaia: 25 + 24 + 20 + 64 = 133 + 26(motility) = 159
Still swinging for the head, Cormorant hits his first opponent again, this time on the arm raised to block, but the second opponent swings his hatchet, striking Cormorant in the ribs, knocking some wind from him. Though he seems superior to the single foe, two may prove to be a problem.

The one who had tried to grab Britta becomes irritated at having been punched, twice, and draws his hatchets, only to be punched twice more, still unable to hit the girl. The second Evipau adds the advantage of numbers and strikes her shoulder with his bone hatchet, which hurts. Fortunately the hatchet is not sharp. With one opponent, it would have only been a matter of a few more seconds before Britta had put him down, but she can not defend against two, as well as one.

The would-be thief that Antapkos had so effectively struck with his first rock is a little slower than the others, to gain his bearings and to run toward the water. Just as he reaches the water’s edge, Antapkos hits him, hard, with a second rock. Blood begins to run from a cut above his left eye, as he falls backward, unconscious, on the bank.

Siofrita repeats her manipulation with little more effect than the first time, but it does slow the enemy just a bit as he enters the water, intent on reaching her. She quickly realizes that, unless she simply tries to out-swim the bigger man, he will over-power her in deeper water. Sprthnt generates another freakish gust of wind that knocks down a second Evipau, preventing Kuwaia from being double-teamed, or even to be facing a single, standing opponent. She hits the prone young man in the very same leg, almost in the same spot, cracking his shin bone with the hardened piece of driftwood. Screaming and grabbing his leg, that one will not be standing any time soon.

Of the two Evipaun that did enter the river, it is very likely that they will reach Siofrita and Sprthnt, respectively, within two more seconds, faster than Antapkos could retrieve another stone and throw it. Cormorant and Britta, both, appear to be in trouble.
E1: Mind: 10 - 2 = 8 - 2 = 6, dazed.
E2: Mind: 10 - 2 = 8 - 2 = 6, dazed.
E3: Mind: 10 - 6 = 4 - 9 = -5, unconscious.
E4: Mind: 10 - 2 = 8 - 7 = 1, confused, prone.
E5: Mind: 10 - 1 = 9, dazed.
E6: prone.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: Mind: 10 - 2 = 8, dazed.
Britta: Mind: 10 - 2 = 8, dazed.
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide 2 random rolls.
 

Eric Zephlaer

Gaming Aficianado
Cormorant, Britta, and Kuwaia are all fully immersed in their own situations. Each will continue to fight, Cormorant aggressively, Britta defensively, and Kuwaia will strike at the uninjured opponent. Similar to the visual effect of Antapkos enhancing his athleticism, Cormorant’s body vibrates, making it more difficult to look directly at him, just like Britta had done.

Instead of simply punching, Britta will attempt to counter her opponent’s attack by knocking him down.

Antapkos is forced to make a hard decision in a fraction of a second. He exits the river, as quickly as possible, running for his javelin on the bank, now that he should have a path to them.

Instantly deducing that the Evipau would have the advantage in melee, Siofrita does something, likely, unexpected. She ducks under the water and swims as hard as she can, with the current, in an effort to exit the river farther down stream and then run back for her bow.

Sprthnt moves sideways, upstream, slowly, hoping his enemy will reach him and grab ahold of him. Though he will fight, he has no intention of trying to fairly fight the man. He will continually cause a mystically generated, terrible ringing in the man’s ears until he loses consciousness.
OOC: 73, 55
 

MacConnell

Creator of The Untamed Wilds
Cormorant, Britta, and Kuwaia... continue... Antapkos... exits... Siofrita... ducks under... Sprthnt moves...
Antapkos: 25(athletics)
Cormorante: 27(strength, motility), 24(soullessness)
Britta: 24(soullessness)
Kuwaia: 26(strength, motility)
Antapkos: 26(launch) + 25(accuracy) + 25(clarity) +

Evipaun: 16(avoidance) + 10(analysis) +
Siofrita: 29(bending) + 26(toxicity) +
Sprthnt: 29 + 24(thump) + 55 = 108

Evipaun: 30(conditioning / aggression) + 12(clarity / fury) + 55(d100) = 97
108 - 97 = 11% * 6 = 1
Cormorante: 24(aggression) + 24(accuracy) + 27(fury) + 73(d100) = 148 + 27(strength) = 175
Kuwaia: 24 + 25 + 26 + 73 = 148 + 26(strength) = 174
Sprthnt: 24(finesse) + 25 + 22(clarity) + 73 = 144
Evipaun: 30 + 16 + 12 + 73 = 131
171 - 131 = 40% * 10 = 4
Britta: 24(finesse) + 24 + 25(clarity) + 73 = 146

Evipaun: 30(readiness) + 16(avoidance) + 10(analysis) + 73 = 129
175 - 129 = 46% * 5 = 2
174 - 129 + 100(prone) = 145% * 5 = 7
146 - 129 = 17% * 3 = 1
144 - 129 = 15% * 3 = ~1
Cormorante: 24 + 23 + 22 + 73 = 142 + 27(motility) + 24(soullessness) = 193 + 24(kilter) = 217
231 - 217 = 14% * 7 = 1 - 1(tunic) = ineffective
Britta: 25 + 25 + 24 + 73 = 147 + 24(soullessness) = 171 + 24(kilter) = 195
Kuwaia: 25 + 24 + 20 +
Sprthnt: 26 + 25 + 24 + 73 = 148
Cormorant only fights one way, head-on. Swinging first, he punches the stone in his hand, forward, into the chest of the Evipau, with the same effectiveness of his previous assaults, slightly staggering the first opponent, who cannot retaliate. The second makes even less contact with his bone hatchet than he did previously, due to not being certain where to swing. The added mystical enhancement has given Cormorant a better chance of defeating two opponents, simultaneously.

It is the second opponent who swings his hatchet at Britta, first, but he is still slower than she is. Stepping outside of the arm, she punches the man’s shoulder of the arm extending forward, causing him to overreach and over balance. He stumbles forward several steps before falling on his face. Having paced his motion, Britta kicks him in the ribs as he hits the ground. Freed of her double-team, she turns to step inside of the swing of her slower first opponent, shoving her palm into his chin, causing him to stumble backward several strides before falling on the back of his head. Like Kuwaia, both of her opponents are now on the ground.

Facing no opponent, having downed his first, Antapakos leaves the river and retrieves his javelin and short sword, needing to decide who to help. Ducking under the water, Siofrita pushes off the bottom and kicks her legs vigorously, to propel herself downstream. Her attacker ducks under to follow and can see her in the clear water; but with her faster reaction and head start, he does not catch up to her as she surfaces, to run for the bank to get back to her weapons. She just reaches her bow as the Evipau exits the river a short distance behind her.

Sprthnt manages to strike the Evipau who tries to hit him with a hatchet. The punch has little effect, but he is also able to avoid being hit. The mystical ringing that only the one enemy can hear does as much to muddle his mind as the minor punch.
E1: Mind: 10 - 2 = 8 - 2 = 6- 2 = 4, confused.
E2: Mind: 10 - 2 = 8 - 2 = 6 - 4 = 2, dazed, prone.
E3: Mind: 10 - 6 = 4 - 9 = -5 + 1 = -4, unconscious.
E4: Mind: 10 - 2 = 8 - 7 = 1, confused, prone.
E5:
E6: Mind: 10 - 7 = 3, dazed, prone.
E7: Mind: 10 - 4 = 6, dazed, prone.
E8:
E9: Mind: 10 - 1 - 1 = 8, dazed.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: Mind: 10 - 2 = 8, dazed.
Britta: Mind: 10 - 2 = 8, dazed.
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide 2 random rolls.
 

Eric Zephlaer

Gaming Aficianado
Cormorant continues to press his assault against his injured foe. He flicks his right arm forward, from the elbow, hoping to strike the collar bone of the Evipau to impede the use of one arm. He is not much of one for talking and has not the personality to taunt.

Turning back to her first opponent, Britta says, in Maldrog, “How does it feel to get beat down by a naked girl?” as she kicks the prone man in the side, just below the ribs.

Though she needs the least help, Kuwaia is the closest to Antapkos and freeing her, he thinks, will allow both of them to help the others. “Kuwaia, I have the one on your left!” He throws his javelin at the gut of a prone Evipau.

Having retreived her bow, Siofrita quickly nocks an arrow, turning back to face her pursuer, and fires.

Sprthnt understands that he made a mistake in judgement. He lifts both feet to kick them at the chest of the larger man, using a pulse of air, at the same time, to try to propel himself backward, faster and farther, across the surface of the river, downstream, wanting the distance.

Kuwaia, hearing Antapkos, strikes at her opponent on her right, hoping to keep him from standing.
OOC: 73, 64
 
Last edited:

MacConnell

Creator of The Untamed Wilds
Cormorant continues... Britta says... Antapkos... thinks...... Siofrita quickly nocks... Sprthnt understands... Kuwaia... strikes...
Antapkos: 25(athletics)
Cormorante: 27(strength, motility), 24(soullessness)
Britta: 24(soullessness)
Kuwaia: 26(strength, motility)
Antapkos: 26(launch) + 25(accuracy) + 25(clarity) + 73(d100) = 149 + 100(range) = 249
Siofrita: 23 + 31 + 26 + 73 = 153 + 50(range) = 203

Evipaun: 16(avoidance) + 10(analysis) + 64(d100) = 90 - 100(prone) + 16(kilter) = 6
203 - 90 = 113% * 8 = 9
249 - 6 = 243% * 8 = 19
Siofrita: 29(bending) + 26(toxicity) +
Sprthnt: 29 + 24(push) + 64(d100) = 117

Evipaun: 30(conditioning / aggression) + 12(clarity / fury) +
Cormorante: 24(aggression) + 24(accuracy) + 27(fury) + 73(d100) = 148 + 27(strength) = 175
Britta: 24(finesse) + 24 + 25(clarity) + 73 = 146
Kuwaia: 24 + 25 + 26 + 73 = 148 + 26(strength) = 174
Sprthnt: 24(finesse) + 25 + 22(clarity) +
Evipaun: 30 + 16 + 12 + 64 = 122
171 - 122 = 49% * 10 = 5

Evipaun: 30(readiness) + 16(avoidance) + 10(analysis) + 64 = 120
175 - 120 = 55% * 5 = 3
146 - 120 + 100(prone) = 126% * 3 = 4
174 - 120 = 54% * 5 = 3
Cormorante: 24 + 23 + 22 + 73 = 142 + 27(motility) + 24(soullessness) = 193 + 24(kilter) = 217
222 - 217 = 3% * 7 = ~1 - 1(tunic) = ineffective
Britta: 25 + 25 + 24 + 73 = 147 + 24(soullessness) = 171, countered
Kuwaia: 25 + 24 + 20 + 73 = 142 + 26(motility) = 168, avoided
Sprthnt: 26 + 25 + 24 +
Punching the rock in his fist, almost, directly into the collarbone of his injured foe, Cormorante breaks the bone causing the right arm of the Evipau to go limp, the hand dropping the hatchet. The young man screams in pain and staggers backward, barely functional and unable to continue the fight. The second arcs his hatchet sideways, but the grazing blow to the ribs is deflected by protective clothing. Moving in on her first opponent whom she had knocked backward, Britta kicks the prone Evipau hard enough to break two ribs. The man cannot cry out for lack of air, but he wheezes and groans, pressing his near arm to that side of his body and instinctively gesturing for mercy with the other. He can no longer fight. Her second manages to stand to his feet and, being out of the immediate reach of either Britta or Cormorante, he cautiously backs away from the conflict to attempt a tactical retreat.

The prone Evipau to Kuwaia’s left has no chance of dodging the thrown javelin, from such a close range, especially being confused and prone. The ceramic blade goes cleanly through the man’s gut to skewer him to the ground. His body does not even twitch. He will bleed out in less than two minutes. As Kuwaia registers the shout from Antapkos, she turns and strikes the Evipau lying on her right. Though the blow does not have the force of her first, it breaks his leg. Though the man may be awake, he is no longer consciously functional, only able to roll back and forth on the ground, screaming about his leg.

Siofrita looses her arrow at her uninjured opponent. It punches into his lower abdomen, just above his left hip, causing a serious falter in the man’s approach, though he does not go down. Not intending to cause harm, the Evipau almost laughs at the paltry kick that Sprthnt gives his chest, until the much smaller Faethrin is propelled backward across the surface of the water a full 10 strides, then the man grits his teeth in a grimace and throws his bone hatchet, which misses as Sprthnt rolls like some river otter and ducks beneath the surface.

At this point the only Evipau who remains completely uninjured finds himself between Cormorante and Britta and is quickly subdued. The one chasing Sprthnt may only be irritated but he is completely out of position, in the middle of the stream. His previous foolish decision is recovered, as he understands that to preserve his life he must now swim away to escape. No other enemy is competent enough to continue to be aggressive. In the span of about five more seconds, the injured opponent from Britta, who was backing toward the treeline, leaves the river bed and disappears into the foliage, and Antapkos, with his javelin, and Siofrita, with her bow, end those who were not going to be able to walk away, anyway. Six Evipau now lay, dead, on the pebble beach. The party is really none the worse for wear.
E1: Mind: 10 - 2 = 8 - 2 = 6 - 2 = 4 - 3 = 1, confused, impeded. (cormorante)
E2: Mind: 10 - 2 = 8 - 2 = 6 - 4 = 2 - 4 = -2, incapacitated. (britta)
E3: Mind: 10 - 6 = 4 - 9 = -5, unconscious. (antapkos)
E4: Mind: 10 - 2 = 8 - 7 = 1, confused, prone. Body: 10 - 19 = -9, dying.(kuwaia)
E5: Body: 10 - 9 = 1, injured.(siofrita)
E6: Mind: 10 - 7 = 3 - 3 = 0, unconscious. (kuwaia)
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: Mind: 10 - 2 = 8, dazed.
Britta: Mind: 10 - 2 = 8, dazed.
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide 2 random rolls.
 

Eric Zephlaer

Gaming Aficianado
Since the group had decided to take its recreation upstream from Bridgetown, Cormorant suggests that the six of them move the bodies out and away from the riverbed so that no chance would exist for the things to float downstream. Britta, of course, immediately begins to assist him.

Siofrita retreaves what arrows she is able, assisting Antapkos in gathering any trinkets or talismans adorning the dead men, before the two, together, try to move the corpses with Cormorant and Britta.

Sprthnt swims to shore and checks on Kuwaia before they, too, assist in moving the bodies. Once the corpses are away from the river, Sprthnt looks over the spoils to see if any of the items may be of some value, whether mystical or practical.
OOC: 116
 

MacConnell

Creator of The Untamed Wilds
... Cormorant suggests... Britta... begins... Siofrita retrieves... Antapkos in gathering... Sprthnt swims... Kuwaia... assist...
Antapkos: 24(observation) + 116(d100) = 140
Siofrita: 28 + 116 = 144
Sprthnt: 31(alchemy) + 24(analysis) + 116(d100) = 171, success
time: 10 days / 171 = 2 hours per item, success
Though moving the bodies is a rather arduous task, it is accomplished more efficiently with four working together on one corpse. Cormorante and Britta lift the bodies at the torso with either of the other couples taking the legs, the torso being heavier as the center of his mass is in a man’s chest. Antapkos and Siofrita rummage around each corpse before it is moved, piling all their belongings, except their loin cloths, on the pebble beach before each corpse is relocated. Each man had a rudimentary satchel that contained some kind of dried meat and a few edible tubers. Each was also adorned with some kind of animal talisman and carried a curious stone.

During the search, Siofrita is, amazingly, able to recover all of her arrows. She and Antapkos, together, collect eleven axes and a minor variety of food items that are, all, unceremoniously discarded in the river, because they are unneeded. Of more interest, they gather six different talismans, three of feather and three small skulls. All of these have been fashioned to hang from a belt as a fetish. Inside tiny, carried pouches, six curious stones are recovered, five different ones and two that are the same burgundy color.

Over the course of necessary time available to Sprthnt, he is able to determine the mystical potential of all items. There is a songbird feather talisman and a songbird skull fetish, either of which have the potential to make the bearer seem more charming (Persona +1). There is a harvester feather talisman and a harvester skull fetish, either of which have the potential to bolster the health of the bearer (Health +1). There is a thrush feather talisman and a thrush skull fetish, either of which have the potential to augment the resilience of vitality in the bearer. (Confluence +1). He explains these findings to the others as best he can. Since everyone except Kuwaia has the talent to bend waylines, only she is unable to take advantage of any of these items.

Despite this interruption, there are still several hours of the day available to waste before it becomes necessary to return to the caravan.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide 2 random rolls.
 

Eric Zephlaer

Gaming Aficianado
Since Cormorant and Antapkos already have a couple of talismans, each, they allow the others to choose, first. Siofrita chooses the songbird feathers and the bloodstone. Britta chooses the harvester feathers and the sunstone. Sprthnt chooses all three bird skulls. Cormorant then takes both of the heartstones and gives one to Britta. Because of the perceived taint on the current location, the six swim downstream a short distance to continue to relaxe for a bit.
OOC: 76
 

MacConnell

Creator of The Untamed Wilds
... Siofrita chooses... Britta chooses... Sprthnt chooses... Cormorant then takes... the six swim...
The next few hours were luxuriously relaxing. Antapkos, Siofrita, and Sprthnt, all realized that they had had enough sun, so they exited the river, donned their clothing, and sat under some shade. Kuwaia came out to be with Sprthnt, but Cormorante and Britta remained in the water. Nothing disturbed the remainder of the respite. The small denizens normally occupying the area became used to the six youths, and birds began to flit about and call, while small rodents could be seen going about their usual activity.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide a random roll.
 

Eric Zephlaer

Gaming Aficianado
When the Daylight has passed through about 3/4 of its path, the group intends to return to town to try some of the food that was recommended. Antapkos and Cormorante will cover the cost of the food and see if it is possible to exchange some of their loose coins for something more agreeable to constant travel.
OOC: 92 + 48 = 140
 

MacConnell

Creator of The Untamed Wilds
... the group intends...
Late that afternoon, the Sojourn Six return to the village of Bridgeport to sample and ultimately enjoy some of the local fare. The food is remarkably outstanding, especially for six young adults who really have had no experience from which to compare it. Sadly, there is no reasonable, local means by which Antapkos and Cormorante can reduce their number of coins. The night is relatively cool for the season and uneventful. The caravan departs the following morning without incident. The remaining trip leg of the journey to Boga City is expected to take seven days, though a single person could walk it in five. The first two and a half days are still within the mixed tree forest, but the last part is through grassy plains, although the farming ventures of Boga City extend several hours from the city proper.

Boga City:
Called the trade hub of the land, this is one of the four main cities of landmass and the oldest one known, because it was only partially destroyed when its occupants were killed, some time in antiquity, during the War of Heaven, which is also called The Sundering. The city is almost exactly, centrally located on the landmass. The reoccupation of the city began rather shortly after the war ended, almost 700 Cycles in the past, but the reparation is currently being promulgated and overseen by Sylen, the self-appointed Mayor, who has recruited local and outside help. Various agricultural pursuits are underway around the city proper, the outer wall is being repaired, and a canal system is being constructed, which will be connected to the river when complete.

The construction material is primarily liquid stone, a fascinating and very secret invention. Concrete as it is called is expressly used to pour stone blocks for building. The nature of its composition is well-guarded and known only to the leadership of the Masons' Guild and those tasked with its manufacture. Everyone involved in the process is sworn to secrecy.

Peoples:
The city was formerly occupied by the Yahdram, but they are no more. The city is, now, mostly inhabited by Aedaman people of the Centrin tribe, but there are a significant number of Spiofthests of the Faethrin tribe and numerous individuals of various other tribes and of the Mhytre species. The seat of power rests with a unique pair of individuals, who are mistaken for members of a local Spiofthests tribe, though they look more like members of the Shimadow tribe, a tribe whose members do not reside locally. The ages and background of these two individuals are completely unknown to anyone outside of a select group, to whom the information was given by Zaelostrymiran, himself. The only difference between the appearance of these two and members of the Shimadow tribe is that they have freckles. No other people of any species or tribe have freckles, except Sprthnt.

Government:
The self-appointed Mayor, Sylen, who appears to be about 50 Cycles, happens to be genuinely benevolent, though pragmatic in his approach to ruling. He has appointed a few Commissioners to delegate certain activities with regard to the function of society. By circumstance of geography, the leadership of the Central Region has the power of influence over world trade, because it is, as yet, completely impractical to conduct trade by sea, and all roads from each of the major cities pass through Boga City.

Levels of Technology:
The overt indicators for the expression of technology within any given society are represented by construction, fashion, and weaponry. The subtle indicators are communication and art. The urban setting of Boga City has the most advanced skill in construction, even greater than that of West Cove. Buildings are manufactured from cut and manufactured stone, while gates and docks are designed from fitted modification to available timber.

Fashion is considerably advanced with regard to textiles, as exceptional garments of wool or silk are readily available. Leatherwork is also advanced, due to residents of skilled Faethrins. Weaponry is standard, with the primary alloy being a combination of iron and zinc, called Harnin. Simple and stranded bows are available for archery, with Harnin or even Halarin headed arrows.

With a comparison to the advances in technology, the Centrin and Spiofthest peoples are still considered to be simple in regard to communication. The written aspect of the Centrin language is composed of symbols representing singular sounds and is cuneiform in application, structurally similar to Ansylin. The Spiofthest language has no written form, but it can be scripted, to an extent, using the written form of Centrin. Buildings are still marked with both words and placards, for the benefit of travelers and those who cannot read Centrin.

Art is excelling through a period of expression, especially with regard to sculpture, which is the greatest in the land. Other forms of art, including the manufacture of jewelry and composition of music, are appreciated and encouraged. Self-expression is also evident in the form of tattoos, which are inked directly into the skin and not just limited to dyes applied to the surface.

Economics:
Surrounding the city are a variety of farming and husbandry efforts to augment the natural environment. The native grassland consists mostly of wheat and barley, which are harvested in bulk and allowed to prosper unmolested. In addition to fodder and bread, much of the grain is used in a mash for the fermentation of ale. Some areas have been cleared of the grasses to better cultivate tobacco and lavender. Apiaries have been established inside the designated field for lavender, plus two others, all equally distant from each other and the city proper. Small plots are set aside for growing potatoes and beans. Various running birds and even some larger harvesters have been patterned into residing in manufacture coups, where they return each night after being allowed to roam free during the day. This protects the nesting birds from nocturnal predators and thus has increased the population. Many eggs are now harvested for consumption, while some are allowed to develop for repopulation.

Caravans:
The wagon trains from the south stop at a designated area cleared specifically for the purpose, which is on the south side of the Central River. Fodder and water are provided for animals. Trade negotiations are conducted at that location by vendors who come out to the site from within the city, as this is most practical. Ansylin caravan masters do not allow members to leave the area or enter the city. This is justified by the enormity of the city and the risk of members getting lost, though truthfully it is to prevent them from running off. Once trade is completed, the caravans depart to travel back southward to rest for the night. Antapkos and Cormorante will be charged, along with the other guards, to keep an eye on everyone and to make sure that no one leaves the trade grounds.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide a random roll.
 

Eric Zephlaer

Gaming Aficianado
Though disappointed that nothing could be done against the weight of the coins, Antapkos and Cormorante forget about it during the next leg of the journey, as it is a pointless problem upon which to dwell. There are more interesting things to discuss with their new friends, especially about the strange savages who thought they could commit robbery. Since it becomes known that there will be no leave during the short time outaide of Boga City, the six focus on gathering game and providing food.
OOC: 92 + 48 = 140
 

MacConnell

Creator of The Untamed Wilds
... Antapkos and Cormorante forget about it...
Antapkos: 24(observation) + 32(smell) + 140(d100) = 196
Siofrita: 31 + 26 + 140 = 197
Cormorante: 23 + 35(hearing) + 140 = 198
Britta: 32(perception) + 25(tuning) + 140 = 197
Sprthnt: 34(observation) + 25(hearing) + 140 = 199
Kuwaia: 24 + 26 + 140 = 190
Antapkos: 24(observation) + 32(smell) + 140(d100) = 196
Siofrita: 31 + 26 + 140 = 197
Cormorante: 23 + 140 = 163
Britta: 32(perception) + 25(tuning) + 140 = 197
Sprthnt: 34(observation) + 140 = 174
Kuwaia: 24 + 140 = 164
Having somehow garnered a serious dose of Luck, the six are able to take an incredible amount of game and locate a large quantity of edible plant materials during the journey. Their luck is so palpable that other members of the caravan begin to regard the six youths as lucky totems, for which Vyerbleth and a couple of the other guards become noticeably jealous. In addition to an obvious increase in avaricious conversation, the caravan master and the two guards hold private councils where furtive looks are cast at members of the six, while they whisper unknown things among themselves. It is always the nature of petty narcissists to resent the benevolence or charity of others that they envy. It was still a long road back to Asylim for such resentment to be brewing.
Antapkos: full wellness
Sioftrita: full wellness
Cormorant: full wellness
Britta: full wellness
Sprthnt: full wellness
Tunic: 48
Kuwaia: full wellness
nothing at this time
OOC: Each character receives 5 DP. State nominal actions and intentions and provide a random roll.
 

An Advertisement

Advertisement4

Top