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[The Quiet Year] Autumn Clubbing
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Old Master Diesel's last excursion made our community no new friends among the merchants, and a splinter group that sees us as a threat has begun racing two of their buggies near and past our eastern wall. In among the noise of their engines are audible pops, and the evidence of our wall shows they have some kind of firearms.
It isn't many assailants, and it's not clear how the rest of the merchants feel about this behavior. Left unchecked, our community may seem cowardly or weak in the face of their taunting passes.
I'm going to Start a Project
This kind of bald-faced aggression will not stand. We're going to mark their moves, their patterns, and then we're going to Kill those assholes for threatening our community.
Our martial prowess is beyond question in this regard, and so it is just a matter of planning the right moment. I say observing them for one week will suffice, and then we send a bloody message to any remaining "merchants" that consider plying violence toward us.
As much as we agree with the sentiment, it's hard to see how such an action wouldn't lead to outright war.
We probably should be ready to defend ourselves from counterattack, if not outright roll over the rest.
I say, give it two weeks, and get a bit more prepared to defend, before capitalising on these raiders' mistake.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Hope it goes better than mine (low bar but still).
Resources:
Projects:
Migration: 5
'Kill those assholes': 1
Contempt:
Nips x2
Discrider x1
Elvenshae x2
@Elvenshae you draw the Ace of Clubs! Your choice is as follows:
Which one?
Why?
Choose one:
• They decide to take more time to ensure that it is perfect. Add 3 weeks to the project die.
• They drop everything else to work on it. All other projects fail.
PSN: TheBrayster_92
The enormity of the task facing our community - picking up and moving just as we had begun to get settled - has really hit home this week. We are going to be abandoning the numaize fields that have seen us through so much, the greatest resource we have apart from our people. Our radio station will go silent, no longer pumping a message of hope into the desert around us. We will be giving up any reasonable hope of salvaging what technology lies beneath the Salt Sands.
The challenges continue to mount: several of our best and brightest are gone; new challenges are appearing from all sides; and, frankly, there is too much weirdshit, too fast for our village to cope with. The world is seemingly falling apart around us.
We have to get. this. right. We can't bring everything, so we must ensure that we bring the best. Every last item must be checked, and double checked.
Migration will take 3 more weeks, bringing the time remaining up up to 8 weeks.
I start a Project, to send one last scavenging crew, skeleton-sized as they might be with the community so overworked, to the Wrecking Yard; there they will collect what they can to ensure we can take what is needful with us. I propose that this will take 4 weeks this time - a week there, a week to scavenge, and a week to return, like before, but with a diversion to check in, finally, on the village beyond it to see if they survived the earthquakes and river of fire, and to see if they might journey on with us.
@discrider @Nips @Endless_Serpents
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I think it will still take 4 weeks though.
That’s crazy talk. They’ll get picked off! We’re about to go to war!
And how many weeks will it take?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Yous guys can decide. I’ll be over here practising a kata.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Resources:
Projects:
Migration: 7
'Kill those assholes': Complete
Scavenging Trip: 4
Contempt:
Nips x2
Discrider x1
Elvenshae x2
Endless serpents x1
@discrider you draw the Ten of Clubs! Your choice is as follows:
OR
Cold autumn winds drive out your enemies. Remove a threatening force from the map and the area.
Project: 'Kill those Assholes' has completed! Tell us what happens.
PSN: TheBrayster_92
So much had been lost when the fires advanced from the west, that the village took extra care this season to winnow every last grain from the remaining fields.
When we finished, we found that not only had we enough Numaize to fulfill our diet for the foreseeable future, but we had more seed stock than we'd ever laid hands on before.
Now we can continue our preparations, secure in the knowledge that wherever we settle again, we'd have enough seed to plant and support our community once more.
(Numaize Seed is now Abundant)
The drive-by attacks have continued unabated these past weeks.
It's unclear what the purpose is.
Maybe the attackers wish to scare us into submission.
Maybe they want to draw us out into the merchant encampment so they can repeat the folly of Diesel.
Maybe, like our youth, they simply want to have a bit of misguided fun.
Whatever the case, we could abide it no longer.
When the buggies came back that night, we lay ready.
Buggies may be very good at hit and run tactics.
What they are not good at is hitting the pit traps we dug after the previous' night's incursion, and running into the full meter depth of earth after the fall.
Their headlights might have picked this all up, but for the thin sheet covered in dust that had been pulled taut across the entire length of the track.
Those riders who had not been dispatched by the sudden stop were quickly overwhelmed by the warriors lying in wait above and behind the ledge.
We are now in possession of a few slightly used military buggies, which should aid us in our flight from the fire and the impending horde of insects.
(Military Vehicles is now Scarce)
Now that the immediate threat has passed, we must dissuade the merchants from asking for their materiel back.
I propose we Flood the metal plain.
It should be a simple enough matter to either divert the eastern river, or pipe brine from the salt factory, straight onto the metallic dig site.
Not only should this ruin whatever operation the merchants have going under the ground, but it should also incapacitate their remaining vehicles, preventing a repeat of the drive-by tactics experienced in recent nights.
This should take about 4 weeks to complete, barring any interference.
@Nips @Elvenshae @Endless_Serpents
I dunno about 4 weeks seems fine.
The lillies like growing in it, but most other things don't.
Just need a bit of trickery piping that across the river.
Maybe we bucket brigade it across.
Idk, spitballing here.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
We'll see if we can't construct some sort of aqueduct across the river for the brine.