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Wilderlands Mods ([personal profile] wildermods) wrote in [community profile] wilderooc2018-03-27 12:24 am

CAMP ※ 1 ※ MELAI TEMPLE


CAMP ※ 1 ※ MELAI TEMPLE

After escaping the Emerald City, the squad will find a location to make their first camp: Melai temple. This abandoned temple is from a world rife with summoning magic, where summoners undertake a world-spanning pilgrimage to acquire different summons to combat a genocidal monster.

This temple is a place of safety, warded against most evil creatures. In several places around the temple, there are small statues that contain the Fayth, the spirits of those individuals who sacrificed themselves so they could be used to power summoning magic. Endless quiet hymns can be heard emanating from these statues and though this music is slightly unnerving due to not coming from a human source, the music tends to convey a sense of peace and safety.

The empty, echoing halls are filled with murals of mages summoning powerful spirits to fight monsters. The temple is relatively small, with an empty main hall that has enough room for the whole group to sleep on the floor and potentially build a fire. Other long halls contain the singing stones of the Fayth and not much else. A few rooms are the simple quarters that were once inhabited by temple guardians, but they don't contain any belongings other than some threadbare clothes left behind.

The kitchen is the most notable location in the temple, as it was big enough to be used to feed the poor and hungry from towns nearby. It has no food, but it can be ransacked for its abandoned cooking supplies and useful utensils.

This place is strange but holy and the characters will be safe here for a time.


NOTES

Rest Period: ICly, the characters will be able to rest here and gather up supplies nearby for a period set over 7 IC days. This will allow them some time to hunt, skin animals, make tools, and otherwise build supplies since they currently have not much to work with. Then they'll receive guidance from an outside source on where to go next and have several IC choices on what to do next. OOCly, the game will allow for downtime SOL threading here until 4/14/18 to allow players from the April app round to join in.

Brugh Time. While camped out here, some of the characters will be fairy swapped for the first time. This will happen in an event around 4/6/18 so the players of these characters have some time to tag characters from the April app round. Please watch the OOC comm for more details around that time.

No Centralized Post. Camp periods do not usually have a central post if there is not some related event affecting camp. Instead players are to treat the camp location as the setting for their normal CR-building open posts. Wilderlands will have the same rotations of plot vs. downtime that many games have, the only difference is that the settings during downtimes will be different each time instead of always resorting to the same game setting.

Holy Effects. This is a holy setting, mildly hostile to Necromancer mages and those who carry cursed weapons. Players can opt out and have their characters immune if they wish, but have the option of playing with their characters potentially feeling ill effects from the temple, such as irritability, unease, or in the case of Necromancer mages, it can cause their dark magic side effects to temporarily be more pronounced. Alternately, the setting will make holy magic users (Blessed Weapon holders, Monk mage archetypes, Adepts who currently possess a Monk-type spell, and Archivists who have a monk-type spell banked) potentially feel rejuvenated, replenished, and as if their pores are clearer.

Bankable Magic. Archivist mage types can use camp periods to bank magic from allies. The statues of the Fayth also exude a binding spell that Archivist mage types can bank. This binding spell can bind one large enemy (the size of a cave troll) for five minutes in place. If this enemy is en evil creature, the glowing blue chains cause burning pain during the entire binding period that does not fade until hours after the magical chains are gone. They can bank as many iterations of this spell as they have open slots.

NPCing. There are no NPCs in this particular camp setting.

Supplies. The temple has several streams of clean water running through it that can be used for drinking and bathing and several outhouses to use for restrooms that were once used by the temple attendants. There are several storerooms with supplies that were once used to serve the poor. While these have been cleaned out of food, some threadbare blankets and cloaks remain. Most notably, in the temple kitchen there are important cooking tools like pots, pans, flint, and knives.

Terrain. Outside of the temple the area is blanketed with areas from the The Cedar Forest. There is abundant dead wood to gather here and it is unwise to cut any living trees down - whenever someone needlessly kills animals or damages plant life there is a sense that they're being watched. Massive dire wolves wander the area that can potentially be hunted - these are not sentient. Their more intelligent, speaking brethren steer clear of the temple. Some non-sentient wild boar and sika deer wander the area as well. These animals can all be used for their fur and skin to make things like clothes, blankets, and waterskins. Some non-animal food can be found in the form of wild carrots, peaches, and wild turnips. Willow shoots and reedy grasses can be gathered to make baskets.

Weather. The climate in the area is temperate. It will mostly be sunny but due to the area being shrouded by forest, the area is often on the cool side, but mostly tolerable during the daytime. However, it will dip relatively cold at night, leading to the group needing to bundle up and potentially make a fire.

Backthreading. Players can backthread older threads from "The Squad Does an Intro" and "Beward the Wheelers" however long they want and when the camp period is over, they can backthread their camp threads as long as they want.

The Crossroads. At the end of the camp period, the characters will reach a crossroads and have to decide what path to take. The mods will present three paths the group will have to choose between, each one leading to a different plot.


QUESTIONS

Please feel free to ask the mods any questions below. While the mods want to present some limitations in the setting for players to work with, the mods are willing to tweak or add things to the setting to help players have more fun with it.