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-- ATMOS --

Imagine a giant gaseous planet twice the volume of Earth but of such light density it could float in the Pacific. This is Atmos, a planet smack dab in the middle of some galaxy - perhaps the Milky Way, perhaps not, perhaps not even in the universe we know - but for the inhabitants of this gaseous giant, there is no universe except for Atmos itself. For them, Sky is Life. Sky is what they breathe, what they fly in, what they float in, what they worship. When Sky runs out and what we call Space begins, the universe ends for Atmosians. The Sky Goddess is even more sacred than the Earth God, but both of them together in an eternal copulation is what produces the brilliant light of the sun, penetrating the swirling, turbulent atmopshere of Atmos.

In general the planet is densest and windiest near the Core and as you go outward along the radius it becomes increasingly calm. There are six generally classified stages of the atmosphere:

* The Core: nobody knows what's inside, nobody has come out alive. Small sphere at the absolute center of Atmos

* The Aeternal Storm - this is the very dangerous sphere that cloaks the Core in a near-black layer of vicious tempests and endless raging cyclones. The top of the Aeternal Storm is marked by a rolling, hissing sea of murky grey cumulonimbus tops, occasionally jettisoning plasmatic jets of vapor

* Lower Aire - this large region is the dense layer directly above the upper horizon of the Aeternal Storm and tends to be filled with thick red-orange dust that casts everything in a hazy dusty light. Sunlight is just barely filtered through the rusty sky. Due to its denser gases compared to the higher Aires, the porous rock that forms Sky Islands tends to settle in the Lower Aire… nearly all sky islands have their bottom tip (or entire body) within the Lower Aire. In the Lower Aire, water is as it is on Earth

* Middle Aire - the largest layer of all. Very variable. In some denser places water acts as it does in the Lower Aire, but in some places water floats and forms globules… a massive superglobule is known as the Ocean. Most life forms developed in the Middle Aire in nebulaic cauldrons of gas and aqua as well as primordial bubbles of magma that eventually became the rocky sky islands

* Upper Aire - the Middle Aire and Upper Aire have a gradual tranisition, but the Upper Aire is generally regarded as being within a beautiful massive azure blue sky and shined upon by terrifically bright sunlight. The highest clouds exist near the upper layer of Middle Aire and in fact the scientific boundary between the two Aires is where clouds clump too much are no longer able to ascend

* The Aetrium - Above the Upper Aire is a mysterious region known as the Aetrium. It's where Sky starts becoming sparse and the air gets harder and harder to breathe. The Aetrium is associated with psychedelic journeys as one runs out of Sky to breathe, mystical experiences and dazzling calm viewpoints of the world below. The Aetrium is characterized by its purplish dark sky speckled with stars ("sky-gems") and far-off galaxies and nebulas and aurora lights dancing at the top of the world. In general Atmos is stormiest at the Core and gets calmer and calmer the farther you go out, so the Aetrium is hauntingly calm and tranquil and quiet

Let's talk about intelligent lifeforms on Atmos. There are three fundamental main races….

** the Tanna (rhymes with Hannah) - these are essentially what we know as humans, and are known also by the term "human" but that's derogatory, used by the other races. However, there are some key biological differences from what we know as humans… for one, the Tanna have very versatile toes and are known to grip things with their feet. They also breathe Sky and need Water to live but not as often as an Earthling. Tanna are light-boned and can jump very high and tend to be lithe and athletic. The Tanna live on top of the sky islands in towering, high-altitude cities that rear to incredible heights, going all the way from the fortress bases in the Lower Aire through complex tower, bridge and platform systems in the Middle Aire up through golden spires and towertops in the Upper Aire

** the Gromules - this is a race related to the Tanna but split off the evolutionary tree a long way back. The Gromules are an underground race of dark-grey-knobbly-skinned big-bobule-nosed hunch-backed lantern-carrying troll-like beings with voracious appetites and mysterious mining rituals. They are said to sing the sky-ore out of the sky islands' innards. The Gromules have a fascination with technology and are eons ahead of the Tanna when it comes to electrical, mechanical and alchemical devices. They dig out intricate ant-like burrows deep into the rock and have an ant-like society ruled by a Queen with various castes for workers, soldiers, miners, gatherers, etc.

** the Sarzava - these are best described as giant intelligent bugs. They have very shiny smooth metallic skin forming powerful, but light, exoskeletons that enable flight. They are bipedal, roughly human in shape but with four arms not two, making them officially insects. Their heads are snakelike and their hands and feet are clawed. They have small antenna protruding from the head and are equipped with a powerful set of wide-wingspan flashy iridescent dragonfly wings that buzz at incredible rates. The Sarzava live much of their lives in the sky and have a mysterious democratic swarm-based society with no centralized leadership. Any single Sarzavi would put its life on the line for its Hive, but some Sarvani are loners and exiles and live a semi-feared, semi-revered life among the Tanna

The conflict opening this story is that of a guerrilla warfare campaign being waged by the Monarchy (that's one of the largest Tanna kingdoms that has control over most of the major trade sky islands with a few notable exceptions) against a multi-race terrorist society known as the Vortex. The Vortex is said to object fundamentally to the principles of the Monarchy - which are utmost servitude to the Sky Goddess and Her Sky God. Every ten years, in a ritual known as the Crowning, these two deities are said to choose the next Monarch (whether it be male or female, there is no sexism) to rule for the decade. The Vortex oppose this ritual due to its randomness (something about the Sun shining on someone) and also other philosophies and practices of the Monarchy.

It is rumored that the Vortex has been receiving supplies & funds from the United Sky Empire, a coalition of small but wealthy Tanna-run city-state sky islands floating in defense clusters near the ecuatorial region of Middle Aire.

The Monarch has elected to put together a special team of operatives to sneak into the USE under the guise of tourism and infiltrate the supply chain, hoping not only to unmask the USE's deal with the terrorists (because that might shift many of the high-morals Grombule burrows' trade from the USE to the Monarchy, which feels itself slipping out of the massive might it once had) but also hoping to follow the supply chain all the way down the Vortex terrorists and infiltrate them as well.

A lot of wealth and prosperity and nobility awaits those who answer the Monarch's call… but in the same vein, a lot of danger and risk lurk just out of sight… this is the only the beginning…

[1] Choose a race from: Tanna, Gromule, Sarzava

[2] If you are Tanna, choose a Lifestyle; if you are Gromule, choose a Caste; if you are Sarzava, you are special (PM me about how to fit in your backstory)

[3] Choose three Skills

Tanna Lifestyles:

* Warrior

* Thief

* Aquamancer

* Sky Merchant

* Druid

* Sky Pirate

* Monk of the Order of Na'tuun

Gromule Castes:

* Emissary

* Miner

* Engineer

* Tunnel Knight

* Alchemist

Skills:

[pick three - Monks and Engineers pick four]

* Trapsetting/Disarming

* Locksmithy/Lockpicking

* Inner Eye (Monk only)

* Conversational Hypnosis (aka very persuasive)

* High Tolerance of Pain

* Disguise Aptitude / Seeing through Disguises

* Lying Aptitude / Seeing through Bluffs

* Magician's Hands / Escape Artistry

* Dual Weapon Wield

* Array Archery

* Basic Medical Training (Healer gets for free)

* Advanced Medical Training (Healer only)

* Basic Martial Arts Training (Monk gets for free)

* Freefall (Monk only)

* Stealthy Strike

* Climbing, Vaulting and Acrobatic Skillset

* Duelist

* Basic Alchemy (Alchemist gets for free)

* Very Basic Aquamancy (Aquamancers get for free)

Free Skills don't take away from the 3 or 4 you get to pick. If you want to know more about a skill, PM me

* Warrior - this is as it sounds. Warriors are experienced with all kinds of weaponry and fighting styles

* Thief - this is also as it sounds. Thieves use trickery, sneakery, lies, setups, deals, connivings, breakins, traps, and tools to get what they want. Morals are always loose and sky-ore is always flowing through their fingers like wet lava

* Aquamancer - in Atmos, Water is extremely important. Not to mention it sometimes floats depending on the density, but it has amazing properties that only the greatest physicists - such as the Aquamancers - know how to manipulate. Your path as an Aquamancer can begin out of your natural innate abilities (rare) or your long studies at the Academy of Aquamancy (more likely) or both

* Sky Merchant - the sky merchants are a powerful class of traders, exporters and shippers that often own skyships (or whole fleets). They have a complex tradition-based sky route trafficking system and guard their routes carefully

* Druid - a natural wizard that uses the power of Atmos in all its universal balances to call forth anything from the wrath of Nature (to call destruction on foes) to the bountiful protection of its bosom (to draw forth powers of healing)

* Sky Pirate - exactly what it sounds: a no-good rabble-rousing island-pilf'rin golden-toothed hook-handed yarrr-voiced swashbucklin' buccaneer slicing through trade routes and dealing on the blacker of markets

* Monk of the Order of Na'tuun - a very seclusive, peaceful but inwardly powerful organization that strives for the goal of collective enlightenment. They are neutral on almost all matters

* Emissary - the Gromules are wildly misunderstood, unfortunately. Emissaries are direct noble carriers of the Queen's word. Emissaries often accompany bands of Tanna, helping to ease the culture gap between societies

* Miner - this caste is more than it seems. Miners are a collective union, a vast psychospiritual shared mentality. Way back in the early days of Gromule excavation, digging out the sky islands was a dangerous thing. You never know when you'd dig yourself out of the bottom of the earth or whether you'd run into a nasty network of wyrm burrows or even worse, incur a cave-in of epic proportions. Over time, Miners developed long-term through-rock and through-air methods of communication that developed over thousands of years into almost seamless unconscious continual chatter on all levels between Miners within or on the same Sky Island. Often Miners are called "Minders" by the Tanna because, in addition to burrow excavation for the Queen, they create a rapid network of mental messaging and information dissemination

* Engineer - Gromules are fastenated with mechanics and electrics and hell, even optics and acoustics. Gromule Engineers are the best of the best and always have either a blueprint ready - or a MacGyver-ian solution for some problem

* Tunnel Knight - these esteemed Gromules have been tasked to guard the intricate tunnel systems of their society, defending key focal points. Some Tunnel Knights scout in the worlds above to keep up on modern information flow and get any wind of Tanna activities. Tunnel Knights are known for their vicious loyalty

* Alchemist - Alchemists understand the basic nature of the chemistry of Atmos, the universe and life itself. The things they can make using basic elements are astounding. Many alchemists also have potions that let them blend in with other races, appearing as Tanna or even Sarzava

Most classes (Lifestyles/Castes) have guilds associated with them. Guilds often have the same pattern, such as the Royal Adventurers' Guild: (which accepts everyone loyal to the Monarch)

Neophyte -> Page (one-on-one service to a Monarchist Adventurer) -> Journeyman/woman -> Monarchist Adventurer

Similarly, the Order of Na'tuun (monks only, and is based in an ancient monestary on Na'tuun, the oldest of all sky islands) has a path diagram like this:

Trainee -> Apprentice (to a Master) -> Wanderer -> Master

The ascension rules, of course, are different. For the RAG, you have to complete a certain number of missions and badges to return from your Journey and become knighted as a Monarchist Adventurer. For the Order of Na'tuun, you just *know* when you have reached the state of enlightenment necessary to return to Na'tuun to be a Master.

Another famous guild is the Academy of Aquamancy, which is based in Mara'ak, a strange cluster of human existence built atop a particular thick section of water tension above the Ocean.

The Sky Merchants, of course, belong to the Merchants' Guild, which is in constant disagreement with the Craftsmen Guild (that of the common laborer as well as the occasional Gromule Engineer or Alchemist).

Druids and Sky Pirates prescribe to no formal organizations.

Most Sarzavi are loyal to their Hive but sometimes join Tanna organizations as special mercenary escorts and things like that.

Many Gromules form "banners" which are just groups of Gromules from similar sky islands (or similar vectors - a vector being a large area of sky that may contain several sky.i's) that support each other in a sometimes racist world

When you PM your character to me, include your race, lifestyle/caste, skills and unique backstory… and why your character has accepted the Monarch's call to arms. Unless you are an Aquamancer or Monk, I probably wouldn't join any organizations/guilds yet. Anyway, I will give you the go ahead to post it publically.

Players:

Host: Unreality

1) pablos4pandas

2) Framm

3) Gmaster479

4) Medji

5) sayalzah

6) Music

I don't know if you guys have played a "roleplay" before - this is not like that. This is more like Dungeons and Dragons. As the Host/DM, I control everything except you. I am the world, the universe… all you control is what your character says, thinks and does, how they act and react to the world… I control shopkeepers, enemies, the weather, gods, bacterial reproduction, and everything else.

I know that such a playstyle is better suited for face-to-face communication but I think it's worth a shot here. Oh, here's the combat system:

Every attack has three statistics:

APS - attacks per second - the number of strikes you attempt per second

AR - attack ranking (%) - the percentage chance of each strike hitting

DPH - damage per hit - the amount of damage dealt per successful strike

if you attack over a period of, say, 1 second, you do APS attacks, each one getting an AR/100 chance of success. Each successful attack deals DPH damage to the target, whatever that target may be.

Damage is often about getting past armor

Armor has a single stat:

D - defense - the maximum cap of damage that the armor can stop

for example, Alpha is attacking Delta.

Alpha has an attack: APS 5, AR 50%, DPH 7

Delta has armor: D 6

Alpha attacks over a second and attempts 5 hits but only makes 3, doing a total of 21 damage. The armor absorbs 6 and so Delta takes 15 in direct damage.

These are all based on stats of equipment… but if Delta is skilled, Delta can roll off some of the damage with evasion. Evasion is a fraction you want to get as LOW as possible because it's how much of the damage you actually take.

So if Delta has 1/3 evasion (pretty low, which is good for Delta), Delta only takes 5 damage to his personal body.

Depending on where Alpha aimed (we're assuming TORSO), that's almost enough to kill Delta.

HEAD - 3 hit points

TORSO - 6 hit points

ARMS and LEGS - 10 hit points each

With 1 hp left on the TORSO, Delta is seriously wounded. He will probably die from blood loss unless he gets some help. Most of this is subjective.

If HEAD or TORSO get to 0 hit points, you DIE! If ARMS or LEGS get to 0 hit points, you LOSE THE LIMB! Watch out.

Helmets protect the HEAD and usually have very high D.

Armor protects the TORSO and is pretty decent.

There isn't much to protect the ARMS and LEGS, but evasion tends to get a boost for those because you have quicker control over where they are.

~ Equipment costs money. In general Gromule equipment, potions, items, etc are of the highest quality and best make. Tanna stuff tends to be commercialized crap. Sarzava and monks tend to use their natural weaponry…

~ Some skills affect combat, allowing you to do things… Harder, Better, Faster, Stronger or new things altogether. For example, Sneak Attack lets you come up from behind and do a once-off attack that disregards evasion (provided the enemy doesn't know you're coming)

Anyway, the lesson to be learned is that COMBAT IS REALLY DANGEROUS. You can die and/or lose limbs easily if you just start whacking around with a sword. Not everything you'll meet is perfectly matched for your level… you should seek alternative ways around a situation

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UR, can we have a map of Atmos, or just the sector that concerns us maybe? It'd make things easier as for deciding what route/order we should visit islands. I don't know how you would do the altitude thing, though.

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yeah i've been thinking about that. The problem is the 3-dimensionality of the situation. I'll think more on this :thumbsup: And duly noted: your course has been set for Venarto

another thing to decide til I can get on again tomorrow with some more meat: what would your guys' plan be if, say, a pirate ship attacked? Who would do what, and use what, and when? etc. It's good to have that kind of stuff planned out and fundamental for any expensive-looking Monarchist galleon like The Rainslicer

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Extremely hung over and with an unbearable headache, Raif gets up off the floor of the toilet and checks himself for any injuries in the mirror. Nothing serious. Making sure he looks presentable, he walks warily out the door. He seems to recall Ranus saying something about a vacation or a 'change of scenery' and a long discussion where he enthusiastically climbed aboard a ship of some sort. Everything since is a bit hazy. A bout of homesickness overcomes him as he dreads being on a ship not even aware of his destination. Memories of Tessa pour over him as he reaches for his missing flask. He starts whimpering and realizes he needs to pull himself together and find out exactly what is going on. Damn that Ranus...

He walks down a corridor towards a door behind which someone is barking orders in a surprisingly pleasant voice. As he approaches the door, he hears "Set a course for Venarto. Welcome, new crew members, your assistance is much appreciated". New crew members? Venarto? What kind of ship was this? His hangover suddenly lifted and he realized that this ship did not look anything like one of those fancy cruise ships. In fact, it looked ominously minimalist. Everything was functional, efficient and ugly. He gingerly knocked on the door.

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another thing to decide til I can get on again tomorrow with some more meat: what would your guys' plan be if, say, a pirate ship attacked? Who would do what, and use what, and when? etc. It's good to have that kind of stuff planned out and fundamental for any expensive-looking Monarchist galleon like The Rainslicer

Bit of foreshadowing?

Can't remember if this has been asked, but can we pick weapons/items off the fallen baddies?

I just realized that I may not be much help when it comes to fights in tight spaces. :duh:

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Bit of foreshadowing?

maybe, maybe not. More out of necessity than anything (all ships have protocols like that, right?)

Can't remember if this has been asked, but can we pick weapons/items off the fallen baddies?

well yeah - you can pick up whatever you want or even use a broken wine bottle as a weapon if you really want to (or are drunk enough to try it) - but no guarantees on how effective that would be :lol: But yes you can definitely loot dead people haha

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Sazzvin was only trying to fly peacefully when he got hit... or more likely got ran into by a ship mast. out of surprise, he fainted. when the crew of the ship found him on the deck, they thought that he was turbulence. when he wakes from his faint, he realizes that he is in someone's quarters, not realizing that this tanna mix was going where he was. as he goes out to fly, he meets up with the ships captain,, who is still a little suspicious as to why they didn't just leave Sazzvin on the deck. as the captain tries to speak to Sazzvin, he lashes out with his dagger, which he bought at the monarchy HQ before he set out to Venarto. as he realizes what he is doing, Sazzvin pulls the blade back as it just nicks the captains arm, taking 1 HP from the left arm. "ohh no... i forgot to ask, Are you enemy or ally?" asks Sazzvin

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While navigating around the storm and feeling slighty embarrassed for hitting something :blush: , Mmarf sat down to prepare his bow and arrows for the upcoming fight that was about to come. Then a thought crossed his mind: what if there is an attack while we are aboard the ship. So he decided to go to the Captain's quarters to discuss the matter.

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While contemplating what he has done, Sazzvin asks Raif for one (1) Crown, promising to pay him back after he has earned some extra Crowns. He tells Raif about the accidental attack on the Captain, and tells Raif that he wishes to heal her wounds.

OOC: hey unreality, could you please state whether the people are male of female please, i keep forgetting.

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This is my idea for a battle plan:

Me, Zara, NT, Raif, and Caecilius should battle on the ground, defending the climbing ropes. Sazzvin and Mmarf would be shooting arrows from the crows' nests. Tonrana and Yara should also stay up there. If anyone is injured they would let down their ropes for them to climb.

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This is my idea for a battle plan:

Me, Zara, NT, Raif, and Caecilius should battle on the ground, defending the climbing ropes. Sazzvin and Mmarf would be shooting arrows from the crows' nests. Tonrana and Yara should also stay up there. If anyone is injured they would let down their ropes for them to climb.

I think caecilius should stay on board, isn't he the only one with med?

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As the door opened, Raif saw a group of young men and women with the voice obviously belonging to the gorgeous woman who looked in charge. Of course, he wasn't exactly sure if the beauty was alcohol induced, but he introduced himself with all the charm he could muster and tried to explain why he found himself there. Since Raif was quite mystified by the circumstances he found himself, it wasn't much by way of explanation. A discussion with the woman (who he discovered was the captain) ensued and quickly the situation was apparent to everyone but Raif who was still hung over. With an air of gallantry, Raif offered to the captain to take responsibility for the health and well being of the crew seeing as the mission was dangerous and none of the others had more than the most basic of medical training. Before the captain could respond, there was a subben bolt of turbulence. On investigation, an unconscious Sarzava was discovered on the deck. Realizing his only abode thus far on the ship had thus far been a restroom, Raif declared "If I could be assigned quarters, I wouldn't mind attending to this Sarzava". A sparsely appointed room saw Raif tending to the Sarzava's concussion with some ice. Raif left his new abode to acquaint himself with the crew. After meeting them, he returned to his quarters to find a rather upset Sazzvin who described what had transpired earlier in the day.

On hearing the Sarzava's request for a crown, Raif tossed him a shiny rown from his wallet saying "Here, you can borrow this although I have no idea how it's going to help heal the captain's arm. Maybe I'll check on her".

Raif went to the captain's quarters where some sort of a meeting was taking place. Sounded like they were coming up with a plan for defending the ship and his name was being thrown about to defend the ropes. Raif said "As a brash young man, I was quite the athlete. My fitness is top notch and I still ought to be a good acrobat. My profession, however, makes me far more adept at saving lives rather than combat. I'll do what the captain asks me to, but I quite feel I would be far more useful tending to any injuries with medicine and alchemy rather than taking up arms". He then turned to the captain and said "Let me take a look at that wound that irresponsible Sarzava inflicted. I feel guilty in a way for drawing him out of his unconsciousness, so I'd appreciate you letting me do my duty as a medic".

Edited by kingofpain
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After Raif gave Sazzvin the Crown, he put it in his coin sac with the other. He planned on giving the 2 Crowns to the Captain herself, so she could buy herself something to heal her arm. With shame, he walked through the door to the Captain's quarters, where everyone else on the ship was. He Sheepishly gave the 2 Crowns to the Captain, saying "buy something for that arm." When he asked what he could do to help, they told him that they had just been discussing what they were going to do with him.

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When you finally arrive at Venarto, The Rainslicer lowers its starboard docking ring onto a tether spear emerging from a long stone bridge. One end of the bridge is the domed cap of an aqua-pelled elevator that launches out from the mists below that cover the surface of Venarto. The bridge then spans an infinite chasm until it burrows itself into a tunnel near the base of the sky island Shard.

Sky islands are wide on top, flattening out into wide rocky lips all the way around, but as you get deeper into a sky island it curves inward toward a spiky bottom tip called the 'root'. The bridge between Venarto and Shard enters Shard above 1/3 of the way up from the root.

As soon as The Rainslicer, now with minimal lift, slides all the way down the tether spear and comes to rest on a giant rubber lugnut, a few olive-skinned Tanna throw a gangplank across from the bridge to the upper deck of The Rainslicer.

The current sailors on shift throw some of the rope to the Tannans, who tie them securely around some posts, and then the group disembarks.

"Do you hail from the Monarchy?" one of the dockhands inquires.

You inspect him carefully, but his skin tone suggests he's a farmer in Venarto below, not a member of the USE city of Shard. You look to your right - where the bridge enters Shard there are two guard posts that rise out of either side of the wide stone bridge decked out with the crimson red of the USE (in sharp contrast to the royal blue colors of the Monarchy that some of you happen to be wearing).

To your left and down, the mists roll away, giving you a splendid view of the entire sky island of Venarto. Most of it is beautiful farmland and olive & grape vineyards with the occasional white-column-esque plantation building. A few towers rise up near the far end, where a long ledge protrudes from the sky island like an arm of protoplasm jutted out into the turbulent winds of Atmos.

The three rusty steel towers at the end of that ledge is where most of the lower class of Venarto resides (albeit very small in size, limited in area and dwarfed in population by the massive Shard above it, there are quite a few subsistence farmers that come to work at Venarto and live in the triple towers). The towers are surrounded by swirls of vapor caught in the triangle between them and are interlaced with many bridges, catwalks, clotheslines, open air patios, prøstitution parlors etc. This area is known for its seedy illegality in the face of USE social customs. Somwhere among that smoky skyscape (in direct juxtaposition with the rolling fields on the actual mainland of Venarto) is your contact Phoenix.

"Do you hail from the Monarchy?" the dockhand asks again.

"And it'll cost you 8 crowns for us to guard yer ship," the other one says.

What do you guys say (and who says what)?

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uh uh girlfriend, we need all of our money. We should kill em' and take THEIR money

Caecilius: You are kidding right? We do not need to attract the attention of the guards at the moment.

I do think that we could keep at least 2 of us on the boat to guard it. But it is up to the Captain on what we should do.

Edited by Framm 18
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i will stay and guard the ship, and save us the Crowns. (sneer)i do not like the looks of this place, and i seem to have forgotten my mission here...(/sneer) (smile)so i volunteer to keep the ship safe!(/smile)

OOC: sorry you guys, but someone else needs to stay with me, because i might not be on a computer until monday, and this may be my last post till then, so i would like one other person to "control" me while i am gone, but only do what i would do. so i think that Framm 18 should take my part till monday... i hope to get on this weekend, but i might not be able to.. well i have to go see you all later!

Edited by chrispen
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OOC: Framm is right, we need all of our Crowns.

BIC: We have no need for your protection of our ship. Mmarf, Caecilius, Sarcas and Yara will stay and guard the ship. One at the gangplank and the others patrolling the perimeter. Yara, make sure they stay on task while I am in the city.

Sazzvin, Raif, Thief (OOC: we may need him ;) ) and Tonrana will accompany me.

*walks to the guards* I'll need to know what kind of shops are in the city. We need supplies and weapons.

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