Wings of Wonder: Ongoing
Sep. 16th, 2021 05:59 am
"We do not apologise for acting to protect our own. But Hemla has given you their trust, and we will pay back on the debt of any harm given.You say you are here to help - then do. We will lend out resources needed, but expect to see results. Help at the farm, help us investigate - help in whatever way your talents provide.
'Give, get back' -- this is the way of our people. Every person has a purpose, a place, a skill. In return, speak to us your cost.
If you truly have the power to help, then you will be respected. We would expect the same rules to be applied to us."
Despite rough beginnings, relations between the Voidtreckers and the sali people are neutral. They do not fully trust the Voidtreckers, will not allow mindless entry into the East village (Nossofh as they call it -- 'Home'), and visits inside the commune building in the South will be limited. However, appointments with the sage can be made for those who have some skill with crystals, magics, and energies. Those who have spoken with the Forever One on the arrival island may also be granted access, if they wish to speak.
They will have tasks for the Voidtreckers to do, jobs that are necessary. Sali will be doing the same, and will be working within the same spaces at them. They will not stop Voidtreckers from setting up camps and give permission for them to settle on the centre island, under Helma's - the Forever One - protection.
While there may be some tensions, the sali will not attack the Voidtreckers. But now, plans must be made how to proceed, as the skies from the south bleed red...
WINGS OF WONDER: ONGOING
A TL;DR notes version of event/prompts: (click to show)
EVENT BASICS:
- Contact with the sali has been made, and relations have come out neutral. The North and East bridges have been fixed by Voidtreckers, with materials sent to the South too by them.
Ongoing runs through N8 to N11, when the finale also starts. The following is a TL;DR for what will be going on at the islands, at the time.
NORTH: Fixing the aircraft found on top of the mountain, finding missing sali in the woods, dead and alive. Helping to transport goods to the aircraft so it can be fixed, and also spruced up/modified. Also still good for fighting characters.
EAST: This is where you send characters who would want to work on designs, magical crafting and so forth. They won't be in close contact with the rest of the Voidtreckers, but is good for nerds. Voidtreckers who help here will be allowed to ride mounts to the central island if they leave, as the sali recognise they will be too exhausted otherwise. And so you guys can still have threads with other people.
SOUTH: Birds will be mainly coming from this direction, so fighters can still do patrols. Mainly needs those willing to do labour, rear animals, skin dead animals and so forth. Characters can also get involved with repairing clothes, washing and cleaning, if they can't last long doing land work.
WEST: The Reds that went this way will have found out that going through the interior or around will not get them far, and more birds showing up makes the area more dangerous. On N8, there is an operation shared with the Voidtreckers that they are doing a mass transport of goods from the West, to take North. Help fighting off the birds they attract is needed. From then on, it's better advised to stick to the other islands. Reds who like to just fight will be good in the South as patrol.