Breytingalás (locks change): First day stores are unlocked and opened in the autumn, to start eating all the dried and cured meats and fruits over winter. Like Thanksgiving but less turkey.
I'd like to run a game of Roll for Shoes, but I'm not sure how many dice I roll when the characters face various challenges.
I'm under the impression that it's supposed to be the same number of dice the character uses, but that seems to make impossible tasks far too easy to perform.
Is there a ge...
It's a marvelously clear day in the sky city of Okkama. The temperature is brisk and breezy, the windmills are clacking happily along, and there are some airfishes floating along through the sky in a multitude of colors. The cloudslasher that brought you here, after depositing you on the west edge of Minnow Isle, has just departed in a whirl of prismatic wings, and you find yourself surrounded by flowers, grass and hopping bubble toads.
You were told to find Head Knight Kosmich once you arrived and to avoid disrupting any wind-based wildlife or stumbling into cloud dragon lairs. Also, you were gifted two lovely pairs of constructed DaVinci flying wings.
@PrinceNorthLæraðr [f] Unskilled in how to operate the wings yet, you pull the ripcord from a standstill. The wings spread so fast that they catch the wind rippling over Minnow Isle and pull you backwards violently, almost throwing you to the ground.
@bobble [s] You study the wings' design and discern that you need to get a running start from some height, and pull the cord right at the moment you jump. Then it's just a matter of keeping yourself from panicking.
A bubble toad hops past, croaking and blowing some little bubbles.
@PrinceNorthLæraðr [f] Your feet lift briefly off the ground, but then the wind pushes you back into a nearby purple-leafed tree and knocks the wind out of you. Evidently Minnow Isle is very breezy.
Along with the bubble toads and airfishes, there are some night flitters perched in a nearby tree, hiding in the shade and staring at you with multiple sets of glowing green eyes.
Ori shows her. "My intermediate level textbook on wind magic. I know it says basic, but this is mid-level magic because it introduces different forms of fog clouds"
@PrinceNorthLæraðr [f] You fail so very badly that the breeze yanks you backwards, you go flying through the air, and you land in a patch of pink-and-white wildflowers.
"Heya here, look boys," a voice calls. A blonde-haired young girl is approaching from afar with a sword at her belt, flanked by two rough-looking fellows dressed similarly. "We got non-fliers bumbling around like flitters in daytime. Look at 'em."
The boy at her left grins. "Can I throw rocks at 'em?"
"The guard will be on your ass," says the girl, dismissively. "We just wanted to get a look at you. Don't mess with the Sardines." She waves to her lackeys. "Leave 'em be, chumps."
"Scared people hurt people, that's what Amam says. So you don't scare people, especially not scary people". Estelle sounds as if she's reciting a textbook
[s] You notice that just past where the bullies came from to pick on you, there are some people milling about saddling up large... well, "giant fuzzy tarantulas" doesn't seem like the strictly correct word, but that's what they resemble.
As you near, the conversation between the traders comes into earshot; there are four of them, two of them talking in low voices as they tend their mounts. Their language is incomprehensible and sounds like a combination of whistles and sharp phonemes. They look up at your approach, fall silent and stare in apparent nervousness.
One trader, a stocky woman with blue beads in her hair, speaks at you in a way that sounds like a question, but you don't understand her in the slightest.
[s] Your ears tingle for a moment with magical comprehension. The woman speaks again, and this time it's completely clear: "They do not speak [garbled]? Surface-dwellers perhaps?"
"Our beasts are unburdened, and we are headed that direction," she says, nodding. "You will ride on Earma's if you wish. Have you ridden an arachstryk before?"
"Climb up and down only in the direction of the fur, not against it - it is spikier than it looks. If you abuse her, she will kill you," she says, very matter-of-factly.
"I see no reason to thank us for common Wind-People courtesy. We will go now," the woman says, turning away as if she considers this conversation over.
The other traders mount their beasts. One, a very aged-looking man, watches you with unusually sharp eyes for a man of his age. The woman, apparently the leader, barks orders in her tongue to follow the path and avoid something that doesn't translate to your language.
@PrinceNorthLæraðr [f] You only locate vague references to a few different groups of people who dwell on these islands, including some who have assimilated into the main city and others who live on their own.
The trader paws around in their jacket and emerges with a small wooden carving of a long, sinuous dragon. They offer it to Estelle as an apparent gift. "A good-luck charm."
[s] You successfully produce a very lovely montage of sweeping deserts, lush rainforests, beautiful oceans, wide plains, magical crystal mines. Ozo gazes in utter fascination. "There's so... much of everything."
The old man looks over irritably, apparently provoked. "Be tempted not, Ozo. They are people of technology and magic, not of aether and air. The Wind-People courtesy does not mean they are friends to us."
The full city begins to come into view - full of various wind-harnessing implements, weather vanes and sails, teeming with people that fill the squares and paved pavilions. The traders rein in their arachstryks. "We go no further," says the leader, turning back to stare at you. "We bring goods only this far. Be well and go with luck, travelers."