Plotnotes: Dandelion Seeds

36th of Vhalar 722

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Plotnotes: Dandelion Seeds

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The impossible we do at once, miracles take a little longer
For miraculous notes and practical progress records
People who shoot the messenger for giving them the honest opinion they asked for shouldn't be surprised when the messenger no longer trusts them
Last edited by Dandelion on Thu Jan 19, 2023 8:37 pm, edited 3 times in total. word count: 43
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Re: Plotnotes: Dandelion Seeds

Founding of Rosebay, Hot Cycle 722
Player Name: Dandelion
Lead Mod: Pig Boy
Founding Skill: Socialization (Competent at the time of founding)
Survival Skill: Fieldcraft (GM at the time of founding)
Growth Skill: Leatherworking (GM at the time of founding)




Image
Settlement Name: Rosebay
Settlement Location: The Stormlakes region (A green-growing portion of the former Stormwastes)
Description: A settlement themed after taking a dead and barren area and return it to a thiving, living, place that lives in harmony with nature and supports itself by making fancy furs and leather goods
Statistics
Wealth: 0
- Tax: 0%
Population: 15 (Based on renown)
- Military: 0
Order: 30% (based upon the founding socialization level)
- Demographic: 100% Human
Industry:
  • Primary
    • None
  • Secondary
    • None
  • Tertiary
    • None
Effects:
  • Signs, Signs, everywhere a Sign: Everyone in Rosebay long-term is required to know or to learn Common Sign so that Dan can talk to them, and they to him
  • Incredible Tanning: Due to the relentless and hot sun that still shines upon the Stormlakes as the Stormwastes before it, this settlement can produce twice the amount of furs and tanned leathers as usual, resulting in double the usual yield of raw leather for crafting.
Location NPCs
TBA
Places of Interest
TBA
Settlement Aesthetics
TBA
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Re: Plotnotes: Dandelion Seeds

Masterlist of Rosebay NPCs

Agnes Natter
Skills: Linguistics 27, Cooking 28, Caregiving 26, Teaching 36, Detection 26, Strength 11, Politics 9
Languages: Fluent: Common, Common Sign. Broken: Rakahi, Xanthea, Scalveen

Raven Fell
Skills: Engineering 51, Woodworking 26, Sculpting 26, Athletics 26, Combat (Axes and Bludgeons) 26, Hunting 5, Strength 5

Linnet Fell
Skills: Textile Production 51, Animal Husbandry 26, Science 26, Gardening 26, Needlecraft 22, Cooking 11

Cal Cordwainer
Skills: Leatherworking 36, Brewing 51, Hunting 26, Discipline 11, Strength 11, Fieldcraft: 29

Jack Lissky
Skills: Gardening 53, Animal Husbandry 26, Medicine 26, Linguistics 26, Strength 20, Endurance 11
Languages: Fluent: Common. Conversational: Common Sign, Xanthea. Broken: Gernevoir

Arbie Tyler
Skills: Tactics 26, Combat: Blades 26, Mount 26, Combat: Ranged 11, Detection 6, Leadership 5
(Skills: Tactics 51, Combat: Blades 26, Mount 26, Combat: Ranged 11, Detection 26, Leadership 20)

Pipkin
Skills: Cartography 26, Art 26, Fieldcraft 26, Cooking 11, Navigation 11
(Skills: Cartography 51, Art 26, Fieldcraft 26, Cooking 26, Bookbinding 20, Navigation 11)

Hazel
Skills: Pottery 26, Mining 26, Combat (Unarmed) 26, Strength 11, Sculpting 11
(Skills: Pottery 26, Mining 51, Combat (Unarmed) 26, Strength 11, Sculpting 26, Detection 20)

Aya
Skills: Gardening 51, Textile Production 26, Discipline 26, Leadership 26, Athletics 20, Endurance 11

Sonja
Skills: Textile Production 51, Needlecraft 26, Gardening 26, Detection 26, Science 20, Athletics 11
Last edited by Dandelion on Fri Sep 01, 2023 10:13 pm, edited 6 times in total. word count: 221
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Re: Plotnotes: Dandelion Seeds

Rosebay Barn and Stables
Image
The barn and stables sit within the defensive wall and across from the Hall. Built of rammed earth, they seem almost to have grown out of the ground. The ground level of the stables contains a small tackroom for storing harness, saddles, and reins when they are not being used, a row of stalls, and a pair of larger loose boxes. The upper level is completely taken up with a long hayloft for storing fodder and bedding for the animals, reached either by an opening in the upper wall, or via a trapdoor on the inside. In either case a ladder is used to climb up. Small windows and a large door offer light and air to the interior.

The barn, also of two levels, is the larger of the two buildings. The ground floor is open, with the settlement's cart, and wagon stored at one end, along with any visiting vehicles. A stack of hurdles allows for turning some or all of the ground floor into temporary pens for animals, and a simple staircase leads to the upper floor, where most of the harvest and raw materials are stored.

Between the two sits the settlement's midden, where manure, used animal bedding, and kitchen scraps can all rot down into compost for the fields outside the walls.




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Re: Plotnotes: Dandelion Seeds

The Hall
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At the heart of Rosebay stands the Hall, a long single story building with rammed earth walls, that have been limewashed inside and out for protection from weather and maximising the amount of light available, and a tiled roof. Inside it is a single space open to the rafters, and used as a multi-purpose area. Cupboard-style box beds line the long sides, where visitors and new arrivals can sleep warm and dry (if somewhat cramped), and above them a matching row of windows lets in the light. A wide door in one end wall serves as the main entrance, the other end wall being taken up by a chimney.

The end of the Hall nearest the entrance is primarily a storage and crafting area for projects that are too large to done in the houses, but need to be kept dry.

The chimney end of the Hall is set up as a communal kitchen complete with hearth, stove, and bread oven, flanked by enough benches and tables for everyone to eat at once. The tables and benches double as a place for the settlement's children to take their basic lessons.

A small door tucked between two of the box beds on the left leads into a row of small workshops for particularly smelly and messy tasks, as well as a washroom to clean up in afterwards. A matching door tucked between two of the box beds on the right leads into a small row of private rooms.


The Hall was built with Dandelion's Gone to Ground capstone, giving it this property: These shelters remain comfortable and functioning in even the most extreme of weather - the inhabitants will suffer no ill effects from the weather in all its forms. They may not be warm when it snows - but they won't be cold, won't be wet, will not stay awake hearing the wind howl, etc. One shelter protects against all potential elements / weather conditions.



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Re: Plotnotes: Dandelion Seeds

Rosebay, Cold Cycle 722

Image
Rosebay


Player Name: Dandelion
Lead Mod: Pig Boy
Founding Skill: Socialization (Competent at the time of founding)
Survival Skill: Fieldcraft (GM at the time of founding)
Growth Skill: Leatherworking (GM at the time of founding)




Settlement Name: Rosebay
Settlement Location: The Stormlakes region (A green-growing portion of the former Stormwastes)
Description: A settlement themed after taking a dead and barren area and return it to a thiving, living, place that lives in harmony with nature and supports itself by making fancy furs and leather goods
Statistics
Wealth: 0
- Tax: 0%
Population: 15 (Based on renown)
- Military: 0
Order: 39%
- Demographic: 100% Human
Industry:
  • Primary
    • Earthen Soil/Dirt
  • Secondary
    • None
  • Tertiary
    • None
Effects:
  • Signs, Signs, everywhere a Sign: Everyone in Rosebay long-term is required to know or to learn Common Sign so that Dan can talk to them, and they to him
  • Incredible Tanning: Due to the relentless and hot sun that still shines upon the Stormlakes as the Stormwastes before it, this settlement can produce twice the amount of furs and tanned leathers as usual, resulting in double the usual yield of raw leather for crafting.
  • Pit Traps: The Pit traps will provide a regular supply of animal hides. This will need to be RP'd out and will require Dan / NPC to use Fieldcraft and / or Hunting to ensure that he / she / they are able to retrieve the animal hide. Any collection thread involving these traps in a given Cycle will give between 2 - 5 animal hides.

    A side effect of this, however, is that pit traps are entirely un-discerning. There is a very real possibility of a humanoid or other, large, animal getting caught in the trap. If they do, I'll either modnote or do a settlement post in one of your threads. I understand that you dislike unannounced posts and I'll try to avoid using them on you as much as I can, but this is part of having a settlement. If I do need to do a settlement post in your thread, I will attempt to notify you ahead of time.
Places of Interest
The Hall
Pit traps for catching food and defense
Settlement Aesthetics
TBA


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Re: Plotnotes: Dandelion Seeds

Rosebay, Rebirth cycle, 723

Image
Rosebay


Player Name: Dandelion
Lead Mod: Pig Boy
Founding Skill: Socialization (Competent at the time of founding)
Survival Skill: Fieldcraft (GM at the time of founding)
Growth Skill: Leatherworking (GM at the time of founding)




Settlement Name: Rosebay
Settlement Location: The Stormlakes region (A green-growing portion of the former Stormwastes)
Location Writeup: Rosebay
Description: A settlement themed after taking a dead and barren area and return it to a thiving, living, place that lives in harmony with nature and supports itself by making fancy furs and leather goods
Statistics
Wealth: 0
- Tax: 0%
Population: 15 (Based on renown)
- Military: 0
Order: 44%
- Demographic: 100% Human
Industry:
  • Primary
    • Earthen Soil/Dirt
  • Secondary
    • None
  • Tertiary
    • None
Effects:
  • Signs, Signs, everywhere a Sign: Everyone in Rosebay long-term is required to know or to learn Common Sign so that Dan can talk to them, and they to him
  • Incredible Tanning: Due to the relentless and hot sun that still shines upon the Stormlakes as the Stormwastes before it, this settlement can produce twice the amount of furs and tanned leathers as usual, resulting in double the usual yield of raw leather for crafting.
  • Pit Traps: The Pit traps will provide a regular supply of animal hides. This will need to be RP'd out and will require Dan / NPC to use Fieldcraft and / or Hunting to ensure that he / she / they are able to retrieve the animal hide. Any collection thread involving these traps in a given Cycle will give between 2 - 5 animal hides.

    A side effect of this, however, is that pit traps are entirely un-discerning. There is a very real possibility of a humanoid or other, large, animal getting caught in the trap. If they do, I'll either modnote or do a settlement post in one of your threads. I understand that you dislike unannounced posts and I'll try to avoid using them on you as much as I can, but this is part of having a settlement. If I do need to do a settlement post in your thread, I will attempt to notify you ahead of time.
Places of Interest
The Hall
Pit traps for catching food and defense
Settlement Aesthetics
TBA
Settlement Resources/Assets
  • The masterwork wagon and the oxen that pull it are Rosebay's to keep


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Re: Plotnotes: Dandelion Seeds

Rosebay, late Rebirth cycle, 723 (backup during discussions of removing trackers/centralising approvals)

Image
Rosebay


Player Name: Dandelion
Lead Mod: Pig Boy
Founding Skill: Socialization (Competent at the time of founding)
Survival Skill: Fieldcraft (GM at the time of founding)
Growth Skill: Leatherworking (GM at the time of founding)




Settlement Name: Rosebay
Settlement Location: The Stormlakes region (A green-growing portion of the former Stormwastes)
Location Writeup: Rosebay
Description: A settlement themed after taking a dead and barren area and return it to a thiving, living, place that lives in harmony with nature and supports itself by making fancy furs and leather goods
Statistics
Wealth: 0
- Tax: 0%
Population: 15 (Based on renown)
- Military: 0
Order: 47%
- Demographic: 100% Human
Industry:
  • Primary
    • Earthen Soil/Dirt
    • Small rocks
    • Crops: Beans, Buckwheat, flax, turnips, carrots, red cabbage, onions, and beetroot. (Available as of Mid-Ashan 723)
  • Secondary
    • None
  • Tertiary
    • None
Effects:
  • Signs, Signs, everywhere a Sign: Everyone in Rosebay long-term is required to know or to learn Common Sign so that Dan can talk to them, and they to him
  • Incredible Tanning: Due to the relentless and hot sun that still shines upon the Stormlakes as the Stormwastes before it, this settlement can produce twice the amount of furs and tanned leathers as usual, resulting in double the usual yield of raw leather for crafting.
  • Pit Traps: The Pit traps will provide a regular supply of animal hides. This will need to be RP'd out and will require Dan / NPC to use Fieldcraft and / or Hunting to ensure that he / she / they are able to retrieve the animal hide. Any collection thread involving these traps in a given Cycle will give between 2 - 5 animal hides.

    A side effect of this, however, is that pit traps are entirely un-discerning. There is a very real possibility of a humanoid or other, large, animal getting caught in the trap. If they do, I'll either modnote or do a settlement post in one of your threads. I understand that you dislike unannounced posts and I'll try to avoid using them on you as much as I can, but this is part of having a settlement. If I do need to do a settlement post in your thread, I will attempt to notify you ahead of time.
Places of Interest
The Hall
Barns and Stables
Pit traps for catching food and defense
Settlement Aesthetics
TBA
Settlement Resources/Assets
  • The masterwork wagon and the oxen that pull it are Rosebay's to keep


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Re: Plotnotes: Dandelion Seeds

Rosebay Clayworks
Image
The clayworks sits a short distance outside Rosebay's main defences, close to the lake, and consists of a drying shed, a kiln, and a shelter for the access to the local clay. Four sturdy posts support the tiled roof of the drying shed. There are no walls, the better to allow the wind to blow through and dry the clay before it is fired, but there are open shelves on three sides and a space on the fourth for a person to work on rainy days, or for whoever is tending the kiln to find shelter from the sun. A ladder is kept here to allow the shorter residents easy access to the upper shelves.

Beside the drying shed, the kiln forms a knee-high mound made from earth and reinforced with small rocks. The lower part has been dug into the ground, forming a trench where the fire is lit and maintained, with a narrow channel to allow air to be blown or fanned in. When the fire is lit, the heat and flames rise up through a ceramic grill into the upper half, where the clay items are placed for firing. A sturdy ceramic lid allows the kiln to be opened for use or closed for firing as necessary.

Not far away, a second set of posts supports the tiled roof of the mining shelter. Here, clay has been dug out of the ground, forming a hollow. As it grows deeper, care has been taken to leave steps cut into the ground for the miners to go up and down. On two sides, knee-high walls of rammed earth provide some extra shade and a wind break for those working there. Above the wall, and on the other two sides, the walls are again open to the air.




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Re: Plotnotes: Dandelion Seeds

Rosebay, Hot cycle 723

Image
Rosebay


Player Name: Dandelion
Founding Skill: Socialization (Competent at the time of founding)
Survival Skill: Fieldcraft (GM at the time of founding)
Growth/Focus Skill: Leatherworking (GM at the time of founding)




Settlement Name: Rosebay
Settlement Location: The Stormlakes region (A green-growing portion of the former Stormwastes)
Location Writeup: Rosebay
Description: A settlement themed after taking a dead and barren area and return it to a thiving, living, place that lives in harmony with nature and supports itself by making fancy furs and leather goods
Statistics
Wealth: 30
- Tax: 0%
Population: 28
- Military: 1
Order: 69%
- Demographic: 60% Human, 30% Tunuwa, 10% Cadouri
Focus Points: 0
Industry:
  • Primary
    • Earthen Soil/Dirt
    • Small rocks
    • Crops: Beans, Buckwheat, flax, turnips, carrots, red cabbage, onions, and beetroot. (Available as of Mid-Ashan 723)
    • Grapes (Available as of 42nd Vhalar 722)
    • Blackberries (Available as of 42nd Vhalar 722)
    • Sheep milk
    • Mud hens
  • Secondary
    • Raisins (Available as of 42nd Vhalar 722)
    • Rosebay Buckybeer
  • Tertiary
    • None
Effects:
  • Basic Agriculture: As a result of the ditches and adjustable shade/shelters installed around the fields of Rosebay, it's crops can be considered to be resilient to mild weather conditions and a little more resilient to major weather events.
  • Signs, Signs, everywhere a Sign: Everyone in Rosebay long-term is required to know or to learn Common Sign so that Dan can talk to them, and they to him
  • Incredible Tanning: Due to the relentless and hot sun that still shines upon the Stormlakes as the Stormwastes before it, this settlement can produce twice the amount of furs and tanned leathers as usual, resulting in double the usual yield of raw leather for crafting.
  • Pit Traps: The Pit traps will provide a regular supply of animal hides. This will need to be RP'd out and will require Dan / NPC to use Fieldcraft and / or Hunting to ensure that he / she / they are able to retrieve the animal hide. Any collection thread involving these traps in a given Cycle will give between 2 - 5 animal hides.

    A side effect of this, however, is that pit traps are entirely un-discerning. There is a very real possibility of a humanoid or other, large, animal getting caught in the trap. If they do, I'll either modnote or do a settlement post in one of your threads. I understand that you dislike unannounced posts and I'll try to avoid using them on you as much as I can, but this is part of having a settlement. If I do need to do a settlement post in your thread, I will attempt to notify you ahead of time.
  • Strong Reserves: Due to Dandelion's great skill with food, his Perfect Preservation capstone means that the settlement can maintain a boosted supply of long-term reserves from one season to the next without issue. What this means is that Rosebay is able to whether any single, unexpected, abnormally hard season without suffering additional supply shortage issues in the next. Should the harsh conditions continue to a second or more consecutive season without change, then the expected food shortages would start to be a problem as usual.

    Note: This effect does not negate the needs to ration supplies during hard times to maintain a stockpile. It only means that despite the unusual shortages, no additional measures are required in order to be permitted to assume you still have the supplies you would normally have in the season that follows.
Places of Interest
The Hall
Barns and Stables
Pit traps for catching food and defense
Protective Wall
Clayworks
Settlement Assets
  • The masterwork wagon and the oxen that pull it are Rosebay's to keep
  • 6 sheep (5 ewes, 1 ram)
  • 2 pigs
Settlement Ledger
Thread Names Date Progress Request Order Results
Threw Clods Upon It, Shades, Ditching It All, Thinning Vhalar 722 Link +3 (8-5)+1 military, +5 pop, +10 WP. Effect: Basic Agriculture: As a result of the ditches and adjustable shade/shelters installed around the fields of Rosebay, it's crops can be considered to be resilient to mild weather conditions and a little more resilient to major weather events.
Fruitful Times (1), Fruitful Times (2) Vhalar 722 Link +2 Primary Resource: Grapes (Available as of 42nd Vhalar 722)
Primary Resource: Blackberries (Available as of 42nd Vhalar 722)
Secondary Resource: Raisins (Available as of 42nd Vhalar 722)
Sheepishly Vhalar 722 Link +1 +2 XP in Animal Husbandry for Linnet, 6 sheep
Against the WindCylus, Rebirth 723 Link +8
Perfect PreservationCapstone Link Strong Reserves: Due to Dandelion's great skill with food, his Perfect Preservation capstone means that the settlement can maintain a boosted supply of long-term reserves from one season to the next without issue. What this means is that Rosebay is able to whether any single, unexpected, abnormally hard season without suffering additional supply shortage issues in the next. Should the harsh conditions continue to a second or more consecutive season without change, then the expected food shortages would start to be a problem as usual.

Note: This effect does not negate the needs to ration supplies during hard times to maintain a stockpile. It only means that despite the unusual shortages, no additional measures are required in order to be permitted to assume you still have the supplies you would normally have in the season that follows.
Feathering the NestZi'da 722 Link +1+5 Hunting XP for Cal
Buckwheat BeerAshan, Rebirth 723 Link +1 +5 Brewing XP for Cal, +20 WP, A Secondary Resource: Rosebay Buckybeer
Mine, All MineVhalar, Cold 722 Link +1 Wall approved, Clayworks approved
Fooled Me OnceZi'da, Cold 722 Link +1 Copper ore and iron pyrite located, not yet full resource
Two Shakes of a Lamb's tailAshan, Rebirth 723 Link +1
Here Be GiantsYmiden, Hot 723 Link +10Rainbow wheat as temporary resource
Trotting AlongAshan, Rebirth 723 Link -7+8 pop, Primary Resource - Sheep Milk, Primary Resource - Mud Hens, Assets - 2 pigs
Boiled Cabbage/td]Ashan, Rebirth 723 Link


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