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  • File : 1306127285.jpg-(47 KB, 497x593, TitaniaGlass..jpg)
    47 KB Girl Quest: Chapter 5 The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:08 No.15019784  
    You are the little girl.

    You are riding a winged tandem bicycle with rear facing propellers instead of wheels.

    On the rear seat is Issabella, your friend, tea party buddy, neighbor, and if you're feeling rude, prisoner. In the basket of the bicycle is King John, a giant frog with a crown and a scepter that you imagined into existence.

    On the ground about a hundred feet in front of you and twenty feet below is Penelope, whose relationship to you is roughly the same, aside for her tendency to cause you trouble.

    Penelope used to be the owner of the castle that borders on yours, with Issabella living there too. Before you encountered her castle, your castle expanded when you weren't looking. Unlike the surrounding landscape, which shifted from day to day, her castle was resistant to this process.

    This did not sit well with you.

    After the battle, while you weren't looking, your castle's borders mostly absorbed hers, surrounding her on all sides and effectively putting her under house arrest. Penelope also lost her powers to bring things into the world by imagining them, while yours is still at full strength.

    You have no memory of any life before living in your castle. Which is strange, because you understand that a house is mundane and an imaginary frog with royal accessories is fantastic.

    Penelope is on the ground because you left her behind. After your group fought with a mysterious girl who was destroying the landscape and replacing it with nothingness, Penelope killed her without your permission, citing the mystery girl's evil nature.

    When you left Penelope behind, you were very mad, but now you are much calmer. You need to decide how to respond to her actions.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:09 No.15019800
    >Name: Titania Glass
    >Alignment: Lawful Evil
    >Imagination: 40/60 (current friends active: King John)
    >Willpower: 40

    >Vote ends in 20 minutes, in the hope that some of the people I told that I wasn't running a quest today show up anyway.
    >You are encouraged to write your own dialogue.
    >You are encouraged to vote for other people's posts rather than making similar posts.

    >Ongoing votes:
    >Is there a way to schedule quest days better than e-mail? I'm not willing to set aside permanents weekly days/times.

    >Currently redoing the combat system to make it more interesting and less likely to result in situations where it's obvious who won ten rounds before the battle ends.
    >> sage 05/23/11(Mon)01:14 No.15019852
    The gravest of penalties. We should sentence her to time out. Deprivation of experience or activity is paramount to torture for a child.

    We imagine her into a featureless cube, and end the sentence when we feel is justified.

    >Please ountsee

    no captcha, i won't give you anything to watch
    >> derp sage 05/23/11(Mon)01:17 No.15019876
    also you may want to put together a skype group. That would pretty effectively communicate quest start times for those using skype.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:19 No.15019893
    >Thanks, this is a good idea.
    >Ten minutes until the vote ends.
    >> Anonymous 05/23/11(Mon)01:27 No.15019960
    That's almost where she is now. I say let her stew for a bit more and then warn her if she kills another girl without oermission agian the consequences will be more severe.
    >> Anonymous 05/23/11(Mon)01:28 No.15019967
    Just talk to her. Tell her that everyone should have a chance to redeem herself.

    We need more power, and the only way to get it is to get loyal allies as it doesn't seem like we're levelling up.

    It's such a shame that I have to go to work in five minutes.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:30 No.15019995
    >Tie vote.
    >> Anonymous 05/23/11(Mon)01:30 No.15019997
         File1306128630.jpg-(49 KB, 460x550, Mallory.jpg)
    49 KB
    Some background for the other players: Penelope also killed Isabella's friend Mallory. She told us at the end of the last installment
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:34 No.15020043
    >To clarify, next vote for an option already presented takes it.
    >Also, I'm on Skype as quest.narrator. I have no idea how groups work.
    >> Anonymous 05/23/11(Mon)01:34 No.15020046
    We could also ask Isabella what she wants to do. Penelope did kill her friend earlier. We are LE and she should be the judge in this situation since she's seen Penelope kill before.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:35 No.15020050
    >Actually, the bottom two options are similar enough. Updating.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:40 No.15020105

    Penelope is dangling her legs off of the edge of the world, staring off into space. She turns around.

    "What you did was WRONG. That girl could have been our friend too. All people deserve a chance at redemption."

    Her lip curls in rage, and she gets out one syllable of a response, but you cut her off.

    "Well, this is yours. A chance."

    You look at her meaningfully. Her eyes widen, and she is silent.

    Issabella has been looking on nervously for the whole time. She's still a little bit on edge, but she must have expected something a lot worse than your words.

    >Vote ends in ten minutes.
    >> Anonymous 05/23/11(Mon)01:50 No.15020218
    wait for her response. If she can't make up her mind in a few minutes, leave her. She can't go anywhere else anyway.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)01:57 No.15020285
    Issabella looks imploringly at Penelope, and after a few seconds, she breaks down and says, "Please come with us."

    This is enough, apparently. Penelope, hanging her head, shuffles up to your group.

    The bicycle has three seats. You leave.

    >Obvious destinations are your castle and the little island of Penelope's castle that still exists inside of yours. No plan is too large or small to vote on, though.
    >Voting ends in ten minutes. I can bump it up to twenty if people think this is too short. I only do the time limits to keep the pace up.
    >> Anonymous 05/23/11(Mon)02:06 No.15020373
    I don't think you'll get much responses in the next hour or two since people are normally just getting home from work right now.

    Is there anything left for us to explore here? We need to find a way to restore Issabella's power.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)02:20 No.15020488
    >Sorry about that. Updating.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)02:29 No.15020561
    With the help of Issabella and Penelope pedaling behind you, the bike builds up speed and lifts off. You guide the bike to an altitude high enough to be exciting, and then maintain a steady course home.

    While you mindlessly pedal, you think about your powers, and by extension those that Issabella and Penelope used to have.

    Mallory lost her powers in a battle with Issabella, who lost them in a battle with Penelope, who lost them in a battle with you. But you know you didn't steal anyone's powers. Could they be out there somewhere? Or are they just destroyed?

    It's tricky. If her powers came from an object, you could have that object in a moment. They obviously weren't. You've never imagined something so abstract as magical abilities for someone else into existence. But you're in charge around here. If anyone can do this, it's you, right?

    Still, there's no obvious way to proceed right now.

    >Vote ends in... 20 minutes?
    >Timeskip is an option, but so is another tea party, or talking to one of the girls, or anything.
    >> Anonymous 05/23/11(Mon)02:31 No.15020574
    Imagine her into a pit. A THINKING pit. Given that she doesn't respond.
    >> Anonymous 05/23/11(Mon)02:39 No.15020634
    Ask them if they ever heard of someone that regained their powers again after losing them. Also ask if they know what happens to the powers once they're lost.
    We need to find a library or something that has the info.
    >> Anonymous 05/23/11(Mon)02:43 No.15020659

    Imagination stems from freedom, obviously. Freedom from convention, from expectation, and from duty.

    We need to experiment with giving them free time, time that is expressly theirs to do what they want with, and materials that will help them stimulate their imaginations. Canvas and paint. Clay and wheel. Wood and chisel. Thread and cloth.

    Whatever it takes, we need to nurture their imaginations back into shape. Without an imagination, a person is just a thrall here.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)02:50 No.15020715
    >Merge some suggestions for an update.
    >> Anonymous 05/23/11(Mon)02:54 No.15020750
    we could have a scientific study. Encourage creativity in Issabella and put Penelope in a featureless room. See how this effects each, and then go from there.
    >> Anonymous 05/23/11(Mon)02:57 No.15020767
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)03:08 No.15020832
    You bring the bike in for a landing outside of Penelope's castle and dismiss it.

    "Well, I'm glad that's over."

    You summon a ladder on each side of the wall your castles share, for the girls to climb over. They head towards the closer one.

    "Penelope, not so fast."

    She turns around, apprehensive.

    "There's something you still need to say to me."

    The ground opens up and Penelope falls in with a squeal. A grate appears above her.

    "You can come out whenever you like. See you in the morning!"

    You dismiss the ladders once Issabella is over the wall. Then, you quietly imagine all of the art supplies you can think of on the inside of the cacstle. You get ready for bed, and sleep.

    As usual, things are completely different in the morning. The world is the same size, but your castle has expanded to fill every tiny little bit of its space. The walls form a perfect border on the edge of the grey nothingness on the outside, as a strange visual formality.

    There are a few signs that the world used to be otherwise if you know where to look. You recognize the site of yesterday's battle from a distance, but the architecture now matches your castle, and the street now leads to your main tower, much like every other street.

    >20 minutes? Or less time if there's consensus.
    >> Anonymous 05/23/11(Mon)03:16 No.15020871
    Lets meet Issabela for tea and cakes.
    >> Anonymous 05/23/11(Mon)03:17 No.15020880

    Take a bath, get dressed, go check on Penelope and Isabella, retrieve them both for breakfast, and then continue the experiment if there's no change yet.
    >> Anonymous 05/23/11(Mon)03:24 No.15020918
    I second this but there better be cake at breakfast.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)03:26 No.15020927
    >Sounds like consensus. Updating.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)03:39 No.15021021
    You go through your usual morning ritual. Hygiene - check. Imagine clothing, dismiss pyjamas - done.

    You walk down the path towards Penelope's castle. Something else has changed, though it would be easy to miss it, unlike the shifting of the borders. There's a small city about a stone's throw from the path. It's not part of the castle, or a part of the world that the castle failed to absorb, either. A few small, white creatures, with two arms, two legs, torsos, and heads, but no other features of note, are piling up pebbles. They have simple stone huts in varying degrees of completeness. A larger group of them is tending a field of mushrooms. The creatures are about ankle high on you.

    It worries you, a little bit. Anything that manages to be out of place in this world is worth paying attention to.

    As you near the other castle, Penelope waves to get your attention. You look at her expectantly.

    "I'm... sorry. For what I did."

    You beam, and the ground spits her out.

    A few minutes later, you bring everyone to your own dining room and summon breakfast. Tea and cake features prominently. Topics of conversation include the weather, the geographic changes, and Issabella and Penelope's complete ignorance on the subject of the creatures' appearance.

    >You can timeskip around, interact with different stuff, whatever. Try to get multiple votes for something before 20 minutes, but I'll update if there's a clear majority after 10.
    >> Anonymous 05/23/11(Mon)03:43 No.15021050

    Did Isabella make anything last night? Anyway, we need to investigate these little people.

    Imagine everyone being shrunk down to the villagers' scale, and then go visit.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)03:46 No.15021070
    You've tried many times to imagine yourself older, taller, or with a different appearance. It hasn't worked. You're versatile, but shrinking is probably out of the question.
    >> Anonymous 05/23/11(Mon)03:49 No.15021089
    We should ask Issabella about her activities last night, then attempt to communicate with the small creatures. Perhaps we could imagine comrade frog small enough to get their note, assuming our own size won't suffice.
    >> Anonymous 05/23/11(Mon)03:52 No.15021100
    Guys, we already talked to I+P about these things over breakfast. If they summoned them or know anything about them, they aren't saying.
    >> Anonymous 05/23/11(Mon)03:56 No.15021118
    But we didn't ask Issabella bout her possible creative pursuits. These things may be a byproduct of her work, our kingdom, or some third source. Its best to narrow down exactly whats causing a disturbance in our realm
    >> Anonymous 05/23/11(Mon)03:57 No.15021124
    Oh, sorry, misunderstood. Yeah, supporting this.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)04:00 No.15021146
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)04:09 No.15021217
    When you ask, Issabella invites you to look at her art. It's a half-finished painting of an excited elephant. It probably hasn't had an impact on anything you've seen. Still, at least Issabella is stimulated.

    You dismiss the remains of breakfast and head out with your entourage trailing behind you.

    The creatures have finished their houses, and have a simple system of roads set up. Most of the ones you can see are working together at knocking over the larger mushrooms, hauling them down the road, and storing them in one of the less interesting buildings.

    When you approach, they hide. The ones who can't make it to the buildings are easily visible from your height.

    You make King John smaller and send him down to investigate. Once the creatures watch him sit in their town square for a few minutes, a few of them come out to investigate. If everyone is silent, you can hear the sounds of tiny, high pitched voices. It's all gibberish, unfortunately.

    >20 minutes, or consensus.
    >> Anonymous 05/23/11(Mon)04:15 No.15021262
    Can we imagine King John with the gift of tongues? A frog that speaks many languages would be magnificent indeed.
    >> Anonymous 05/23/11(Mon)04:15 No.15021265

    Knock some mushrooms over for them and put them in front of the building.
    >> Anonymous 05/23/11(Mon)04:27 No.15021369
    That, and amplify their voice if we can.
    >it's like Black & White all over again. Ohgod, that game plus Smurfs. Wonder how the little people taste?
    >> Anonymous 05/23/11(Mon)04:28 No.15021376
    I bet they taste delicious. Like tiny people cake.

    I second the offering of goodwill through giant labor.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)04:30 No.15021396
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)04:35 No.15021427
    With great difficulty, you make King John squeeze out the words "Don't be afraid!" You can't imagine knowledge that you don't have into existence, though.

    One of the creatures tiptoes forward, pokes King John, and then sprints back to its house.

    You pick the largest available mushroom between your thumb and forefinger, drop it by the entrance of their storage area. You poke it through the door with your pinky.

    Nothing happens for a long time, but a few of the creatures start to leave their houses. Soon, there's a crowd. They look up at you, occasionally turning to each other. It's easy to hear them talking now that they're out in the open.

    These don't act like imagined things. They're too independent. It's very unlikely that Issabella, Penelope, or anyone for that matter made these things using powers that you're familiar with.
    >> Anonymous 05/23/11(Mon)04:37 No.15021451
    Our dominion officially has sentient inhabitants! We should imagine one of them bigger, or perhaps a different color. To establish what amount of power we have over these tiny beings.

    >rspotor Culture
    Why yes capture, we did attract a new culture
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)04:40 No.15021478
    >Forgot to post: 20 minutes or consensus.
    >> Anonymous 05/23/11(Mon)04:44 No.15021504
    Imagine giving them the ability to talk with us first.
    Who knows? Maybe somebody made them small for a reason. We also still don't know why they're collecting the mushrooms.
    >> Anonymous 05/23/11(Mon)04:45 No.15021512
    Imagine a nice doll house for them in an unclaimed spot in their town. Something Victorian with plenty of rich colours.
    >> Anonymous 05/23/11(Mon)04:47 No.15021526
    A doll house with attached waterpark. Because nothing says good will and benevolent over-mistress like a waterpark.
    >> Anonymous 05/23/11(Mon)04:48 No.15021532

    And little doll clothes sized for them!
    >> Anonymous 05/23/11(Mon)04:53 No.15021563
    Entire closets full of accessories suitably matching our regalia.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)04:56 No.15021575
    >Looks like consensus.

    You try to make the creature closest to you bigger with your imagination. It's a little bit like your experiences of trying to alter your own body. After a minute, you give up. The creature shivers and dusts itself off, but seems to be fine.

    A doll sized house is another story.

    The creatures are quick to notice the new addition to their town. A few brave explorers enter the front door. Soon afterwords, they poke their heads out of the top story windows and gibber excitedly at the others in the town square. The water park fills with small white blobs splashing each other.

    None of them touch the suits and dresses that you have summoned, unfortunately.

    A good third of the creatures are still more interested in staring up at you and conferring among themselves, despite the sudden appearance of a new thing to explore.

    >20 minutes, or consensus.
    >> Anonymous 05/23/11(Mon)04:58 No.15021586
    Fill the water park with LAVA. Nothing says Lawful evil like imposing your will upon a newly discovered race.
    >> Anonymous 05/23/11(Mon)05:00 No.15021599

    Noooo, that'd be ok if we were chaotic evil, but we're not.

    Let's make little musical instruments for them, and make a fraggle to demonstrate for them.
    >> Anonymous 05/23/11(Mon)05:03 No.15021626
    Decorate the dollhouse with paintings of creatures like them dressed in clothing of the same kind that was left for them. In each of the paintings, they're doing a different activity such as having a tea party, riding a bicycle, playing ball, or dancing.
    >> Anonymous 05/23/11(Mon)05:05 No.15021643
    Excellent. We could program the entire culture to resemble us on a fundamental level. I second this idea.

    Additionally we should provide some means of communication, a large-tiny sized scroll of paper and paints perhaps?
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)05:11 No.15021666
    >Consensus update incoming.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)05:20 No.15021710
    In the center of the town square, you summon a slightly larger version of one of the creatures. The others in the town hall scatter for a moment, then approach and greet it. When it isn't able to mimic their language or mannerisms in response, they back up slightly.

    You summon a neatly folded suit and top hat for your model. The model gets dressed, and stands still. Then, it starts to play a tiny violin that you make appear in its hands.

    You quietly modify the house to contain images of dressed creatures performing acceptable activities, and a closet full of instruments.

    Some of the creatures break off from the crowd and head up the steps to their new mansion. Within minutes, for every ten creatures, eight are dressed. A few drag around instruments, occasionally poking at them. Every once in a while, one of them successfully makes a noise. Noise making knowledge spreads throughout the town quickly.

    >20 minutes or consensus.
    >> Anonymous 05/23/11(Mon)05:22 No.15021730
    Great success.
    Now we must instruct them in something of use. Having the worlds tiniest (and only) orchestra would be nice, but perhaps we could further train them to produce the most delicate of pastries or finest of embroidery.

    It is true we could simply imagine these things into existence, but having things crafted from hand have to count for something.
    >> Anonymous 05/23/11(Mon)05:25 No.15021742
    I wasn't expecting a quest today. Excellent.
    If these things are not the product of our imagination, we can use them for ends without depleting out imagination limit.
    >> Anonymous 05/23/11(Mon)05:31 No.15021778
    create a wall around them now, to make sure the can't get out without our permission. We still don't know where they came from, we can't trust them.
    >> Anonymous 05/23/11(Mon)05:36 No.15021803

    How are they going to ask permission? They can't even speak our language!
    >> Anonymous 05/23/11(Mon)05:37 No.15021814
    Then they shall not leave. We must be considerate though, and make sure they have ample mushroom fields within the walls.
    >> Anonymous 05/23/11(Mon)05:37 No.15021817
    The wall could have a gate. Only, the gate doesn't actually open and just has our stern disapproving face looking down on anyone who tries to leave.
    >> Anonymous 05/23/11(Mon)05:39 No.15021828
    That makes sense. Still wish we had some way to talk with them, though.
    Do their roads lead anywhere out of the town?
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)05:40 No.15021836
    They've connected their mushroom farm to their buildings. That's all.
    >> Anonymous 05/23/11(Mon)05:40 No.15021837
    We should have something more pleasant than obvious walls. I suggest a row of tightly packed houses, a hedge wall that produces tiny berries, and a stream of potable water.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)05:41 No.15021854
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)05:51 No.15021913
    The creatures are interesting, but they don't seem particularly useful. Pulling a town and a farm from nowhere is impressive, but the complexity of their work isn't even close to that of your imagination. You may find a use for them later, but they have no obvious use now.

    You summon a wall around their town, giving them about five times the area of their current town to work with. The wall comes up to your waist, making it easily five times the height of their tallest building.

    The wall has a gate. The gate has a lever. The lever does nothing. The creatures find it immediately, exhaust all possibilities, and give up. Most of them return to their town, but a few sit and stare at the gate.

    >20 minutes, or consensus.
    >> Anonymous 05/23/11(Mon)05:54 No.15021928
    Summon some simple puzzles, then some more complicated ones, as a means to determine their level of intelligence.
    >> Anonymous 05/23/11(Mon)05:55 No.15021940

    Let's obviously leave, and observe them from afar with a telescope.

    Once we're sure they're not watching us, make a little monster that is just terrifying. All sound and fury for naught though, this is purely for show. It'll bang on their gate for a bit and then wander off.
    >> Anonymous 05/23/11(Mon)05:56 No.15021948
    We'll need a baseline of course. So have Penelope do a maze too. ;)
    >> Anonymous 05/23/11(Mon)05:57 No.15021955
    I second this. We need to make sure that the walls and gate are viewed as a gift rather than an imposition.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)05:58 No.15021958
    >If you want to do this, describe some puzzles.
    >> Anonymous 05/23/11(Mon)06:01 No.15021984
    put a single creature with two levers, have one lever give the creature a shock of cold water, and the other one a mushroom. See if the creature learns to pull one and not the other.
    >> Anonymous 05/23/11(Mon)06:04 No.15022005
    Create some number lines, 2,4,6,8,...12. or 2,3,5,7,...,13. Lead by example smurf in the first one so they get the idea, and see how complex the patterns can be before they get the wrong answer. Numbers are represented in pictorial form that they are universally recognizable.
    And this:
    >> Anonymous 05/23/11(Mon)06:06 No.15022028
    Show a creature an aerial view of a maze, then put the creature inside. See if it remembers which way to go. Increase the complexity of the maze each time it successfully gets it on the first try.
    >> Anonymous 05/23/11(Mon)06:09 No.15022048
    Have a box that dispenses a mushroom at random times. I want to have rain dancing smurfs.
    >> Anonymous 05/23/11(Mon)06:10 No.15022063
    Let's just throw statistical significance out the window, shall we? You do it until they they often have difficulty, not on the first odd mistake!
    Next up, they start sacrificing their children.
    >> Anonymous 05/23/11(Mon)06:13 No.15022089
    Well, you can never have enough blood for the blood god.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)06:13 No.15022091
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)06:23 No.15022158
    >Update incoming.

    You summon a water trap lever and a mushroom dispenser lever.

    The first creature to investigate selects the mushroom lever at random. It waves its prize around. A line quickly forms between the storage building and the mushroom lever.

    The inquisitive creature pulls the trap lever, and gets knocked down by a blast of water.

    A few minutes later, the creatures have a rock lined pool. They form a second line, carrying handfulls of water to their warehouse.

    You dismiss the levers.

    Next, you give them a pile of fist sized beads, proportionate to them, of course. You have your small interpreter draw a box, then place two beads inside. You repeat the process, for four and six beads. Then you make your interpreter draw a series of empty boxes.

    You do the same thing for the 2, 3, 5, 7 sequence.

    The creatures, after some confused conversation, finish the first sequence with an 8, 10, 12, and 14.

    Their final answer for the second sequence is a 9, 10, 13, and 17. This sequence produces more discussion. The creatures never quite settle on an answer, and keep moving beads in and out of the boxes.

    By this point, they're out of beads to work with.

    You declare lunchtime, and quietly summon monster the size of your foot, covered in red eyes and long black legs, on the side of the city wall opposite from you on the outside. You mentally instruct it to bang on the gate and make noise once you are gone.

    >20 minutes or consensus
    >You can fast forward lunchtime, but you can also not do that.
    >> Anonymous 05/23/11(Mon)06:29 No.15022192
    Conjure up small amounts of different kinds of food for the creatures to try while you have your lunch.
    >> Anonymous 05/23/11(Mon)06:30 No.15022200
    Let us return for a lunch of tea and cake. Afterwords we should take a bike around our domain to see if anything else has changed.

    Perhaps return the the scene of the previous battle.
    >> Anonymous 05/23/11(Mon)06:33 No.15022217
    Writing would be the easiest way for communication I think.
    >> Anonymous 05/23/11(Mon)06:38 No.15022245
    We must summon for them cake. So they can mimic the wonderful examples we have left for them in the dollhouse.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)06:39 No.15022248
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)06:57 No.15022361
    Lunch is cakes and tea. You air drop an assortment into the town square as well.

    Penelope and Issabella make conjectures about where the new creatures came from. They're obviously as ignorant as you on the subject.

    You notice that Issabella and Penelope are deferring to you on important decisions, and that even Penelope is unwilling to butt heads with you. It could be stress, confusion, your relatively high stability, or the Thinking Hole, but no matter the explanation, it's nice.

    After lunch, you declare exercise time. You take the winged bicycle around the perimeter of the world, doing a few circles over the area of yesterday's battle. Most of the holes in the street from the rock candy columns you summoned have shrank considerably, or closed up completely. Other than that, there are no signs of trouble. In fact, the entire ride is uncharacteristically uneventful.

    There is no sign of the tiny supply crates when you return to the town. You also notice that some of the creatures are armed with crude swords, spears, and shields. They don't seem to differentiate between the dress-wearers and the suit-wearers. There is something else, too.

    In the center of the town square, there is a rock half the size of the surrounding buildings. It has been crudely carved into the shape of a girl with a frog. There are tiny pebbles clustered around her feet.

    >20 minutes or consensus.
    >> Anonymous 05/23/11(Mon)07:04 No.15022403
    We should send the frog diplomat to collect the offering of pebbles.
    >> Anonymous 05/23/11(Mon)07:05 No.15022406
    Looks fun. If they aren't going to fight based on clothes, who will they fight?
    >> Anonymous 05/23/11(Mon)07:06 No.15022416
    I thought of that too. Either they are fighting amongst themselves or proactively arming against the spider/unknown we left on the walls.
    >> Anonymous 05/23/11(Mon)07:08 No.15022431
    Ok, Penelope gets to choose which team she gets. Then we have them battle.
    After removing a portion for breeding purposes of course.
    >> Anonymous 05/23/11(Mon)07:10 No.15022442
    We could ask/coerce them to stage a mock battle for us. I wonder how lethal their crude weapons are....

    Perhaps we could assemble a Colosseum and put on bread and circuses for the non-combatant population.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)07:11 No.15022456
    >Clarification: It's noteworthy, from your perspective, that the "girls" are equally likely to be armed as the "boys."
    >> Anonymous 05/23/11(Mon)07:13 No.15022467
    Ahh. Then we should definitely remove those unclothed ones from the population before things get bloody.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)07:18 No.15022496
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)07:25 No.15022551
    You give your ambassador a weapon, and he raises it.

    After some confused milling around, the armed creatures form up into three neat blocks in the town square, one larger than the two others. As a group, they charge towards the gate. The largest group takes up a position facing the gate, while the smaller groups press themselves against the wall on opposite sides of the gate.

    Upon closer examination, the tiny weapons look sharp enough to break skin.

    >Though this is inconclusive, I'm just about done for now. I'll make a short conclusive update if you provide some actions, though.
    >> Anonymous 05/23/11(Mon)07:32 No.15022593
    I would only be inclined to leave them to their own devices.
    Unless they try to break the gate down, in which case have a monster on the other side of it.
    >> The Narrator !!fhyQBh9j3zK 05/23/11(Mon)07:41 No.15022650
    You decide that everything is, for the moment, going as planned. It's enough to monitor the situation for changes.

    >quest.narrator on skype, add for updates. Or e-mail me.
    >New thread will happen... sometime soon.

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