An Exile from Elstead

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You lived in Paradise.

Elstead was the largest- and most technologically advanced- kingdom on...
1 - You're a wizard, Elric
Location
USA
You lived in Paradise.

Elstead was the largest- and most technologically advanced- kingdom on the planet. Your every care and comfort was provided for you from the instant of your birth. Hot showers, flying cars, synthesized foodstuffs, the datanet. Every luxury imaginable provided by the automated systems that surround you and every other citizen of King Avon's realm.

You grew up in the lap of luxury, with both your loving parents and your irritating siblings encouraging and supporting you. You never were sure what you wanted to do with your life. There was no need to work for a living, after all, and despite all the different options you never could find anything that appealed to you. So you studied all sorts of topics: engineering, medicine, chemistry, and even tried your hand at software designing for a few months there.

Of course, none of that was going to help you survive now that they were kicking you out.

Because, as you had just discovered at the ripe old age of twenty-two, you were one of those rare individuals who could work magic. And unfortunately, people like you have a large and negative impact on technology. For whatever reason, the technology you lived your whole life around stopped working the second you discovered your magical talents. Hell, the whole building shut down just because you were inside it!

Try as they might, the scientists of Elstead have made no progress in their efforts to discover the cause of this incompatibility. Only one thing is certain: mages break the laws of physics on a regular basis. Many have speculated that this was the reason for Avon's original ban on any magic users dwelling in the kingdom all those centuries ago, but that wasn't exactly going to help you now was it?

So despite your family's pleadings and your general lack of preparedness, Elstead was going to exile you to the rest of the world. Out there, it wouldn't matter how much magic you had, because nobody had any technology worth speaking of for it to break down.

Thankfully, Elstead is a humane kingdom, so they're going to outfit you with whatever gear you may need to survive (non-technological of course), and they're even going to let you pick your destination!

You'll be exiled to...

[ ] The Badlands. Southwest across the Strait of Orguz, the badlands are occupied by a series of kingdoms that fight small scale wars on a regular basis. While your magic will give you a strong chance of survival, you will almost certainly be drawn into conflict.

[X] The Frozen Wastes. North of Elstead, the no-man's land is only inhabited by small tribes of indigenous peoples that just want to be left alone. A perfect destination for the new mage who wants to find a hole and stay there...assuming he can find something to eat.

[ ] The Empire. East of the Great Wall, where the barbaric sun worshippers have held sway for the last couple of decades. Probably your best option if you want a magical education, but they aren't likely to give that away for free...

Meanwhile, some housekeeping:
What Gender are you?
[x] Male (Automatic, due to authorial fiat)

What's your name?
[ ] Blake Thornton
[X] Elric Rammus
[ ] John Avenson
[ ] Write-in


A/N: Welcome to my new quest! The goal here is for me to practice both writing a quest, as well as writing realistic worlds with magic. That being said, I mainly want this to be fun and interesting! I don't have a plot to railroad you into, so this could go anywhere. I look forward to seeing what happens.
 
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Character Sheet

Name
Elric Rammus
Mana Well: 0%
Recharge Rate: 2% per minute

I'll fill this in later

Current Elements: Fire, Water/Ice, Stone, Metal, Wood, Cloth, Mirror.

Conjure Elemental Wall Lvl. 1
Conjure Elemental Projectile Lvl. 1
Conjure Elemental Sword Lvl. 1
Conjure Armor (Metal) Lvl. 1
Fire Stream Lvl. 1

Create Magical Item Lvl. 1

Change Shape (Objects) Lvl. 1

Banish Object Lvl. 1

Heal Self Lvl. 1

Invisibility (Objects) Lvl. 1

Fireshield-Charm: A necklace enchanted to banish all fire in a roughly person shaped sphere.

Synthetic Pack
Magical Primer (Elstead)
Guide to the Frozen Wastes (Elstead)
Self Deploying One-Man Tent
Compressed Water Canteen (10,000 Liters)
Mono-Atomic Edged Knife
Three Sets of Dirt-Repellent Clothes
Nutrient Rich Travel Rations (50)
Bag of Izolak Coinage: 20 Uzo
Various Camping Gear
 
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Setting Information

Classes of Magic

Conjuration
- Almost every mage has displayed the ability to conjure fire. Several of them also displayed the ability to conjure water, rocks, lightning, force fields, light, and even moving images and audio. The inexplicable creation of mass ex nihilo drove a bunch of scientists up the wall until the mages revealed the existence of mana.

Enchantment - All attempts to make technology work with magic failed, but one of the mages accidentally discovered that he could imbue an object with a magical effect. Creating a stick that threw lightning bolts was pretty popular, but it seemed to run out of juice very quickly, and the experiment was abandoned. Perhaps you could find another use for this…

Transfiguration - Aside from conjuration, the second most common magic involved transforming matter that already existed into something else. Lead to gold was ridiculously popular, and of course, there was that man who escaped the avalanche.

Summoning - One of the most peculiar mages appeared to have created a magical pet. The floating blue ball of fire was capable of independent action while the mage was sleeping, as well as capable of passing information to him from a separate chamber. Unfortunately, this particular mage was rather tight-lipped, and soon vanished from the test facilities.

Banishment - The seeming opposite of conjuration. Mages displayed the ability to put out fires, vanish large rocks, and vanish other mass into seeming thin air. At first, confused with transfiguration, the scientists were eventually able to confirm that there is a difference. Where this mass goes, is anyone's guess.

Healing - Although several mages claimed to be able to heal, and one volunteer even demonstrated using carefully controlled self-inflicted wounds, none were ever able to heal non-magical volunteers with light injuries. The phenomena was considered unimportant, due to the vast advances in medical technology that rendered the question moot.

Esoterica - Despite all efforts, the researchers ultimately were forced to admit that some magic defied classification. The man who teleported. The woman who made herself understood in a different language. The mage who turned himself insubstantial. None of these made any sense, nor could they. Reading about this topic actually reminds you of your own first experience of magic…that time when you had felt everything slow down around you. You had thought it was just your imagination, but perhaps…

Conjuration: High
Enchantment: High/Variable
Transfiguration: Low
Summoning:
Banishment: Very Low
Healing: Surprisingly Low
Esoterica: Varied

The Venish Izolak, a smattering of tribes of elvish descent who appeared to have been living in the wastes for the longest period of time. Their traders speak of histories that span millenia, and of a time before the wastes were actually frozen. Despite how scattered they are, they are actually the most unified "kingdom" because they encourag immigration between their own tribes, and frequently travel to gatherings where they maintain generational relationships. The other three tribes largely regard them as a neutral arbiter in times of conflict, and so they maintain fair if uninterested relations with the other Izolak.

The Skithe Izolak were originally the various peoples who fled the unifying wars of King Avon's day. Consequently, Skithe tribes frequently represent a very mixed racial heritage. Despite this history with Elstead, they are actually the friendliest tribes, possibly due to their relative proximity and the charity of foodstuffs. They are only loosely associated with one another, with no centralized leadership to speak of. In times of conflict, a tribe of the Skithe is more likely to side with a friendly tribe of another "kingdom" than they are with an unknown tribe of Skithe Izolak.

The Alcathie Izolak, driven into the wastes from northern Malder (the continent opposite the north pole from Elstead), these predominantly human tribes carry a tradition that someday they will return to reclaim their homeland. Aside from this tradition, and their ongoing feud with the Zerla Izolak, not much is listed about them in the book. Apparently, they mostly reside on the other side of the north pole, and none of them have ever come to trade with Elstead.

The Zerla Izolak were ironically the one-time conquerers of the Alcathie Izolak. Although they were almost immediately and subsequently driven out of the Alcathie tribes' precious homeland by a larger conquering empire, it would appear that the bitterness continues between the two "kingdoms" in a low level conflict. The Zerla are of dwarvish descent, and reasonably friendly to outsiders, as long as they aren't human.
 
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Quest Mechanics

Mana is the energy of magic for this setting. Elric has a Mana Well, or a basic quantity of mana which he can use to cast magic. Because any numbers are going to be arbitrary anyway, you'll be seeing this as a percentage like this:

Mana Well: 100%

Whenever Elric uses mana, the pool will decrease. It slowly replenishes over time.

Mana Replenishment: 2% of Well per minute.

This won't be especially relevant outside of combat. Just generally be aware that certain acts of magic will cost various percentages of the well. Spending 90% of your Mana Well just before going into a life threatening situation might be a bad idea.

Skills represent things that Elric can train and improve. For example, Elric's ability to use fireballs in combat is something he can get better at. His ability to conjure fire, however, is binary and not trainable. He can conjure fire. There's really no way to be better at conjuring fire.

The Skills range from Level 1 (Absolute Beginner) to Level 5 (Mastery). Higher skills enable you to do more, both in combat and out of it.

Whenever we enter combat, I will call for a vote on a list of priorities, or things you want to have happen like:

Priorities
[1] Protect NPC #112.
[2] Survive (Normally this will be locked in as priority 1.)
[3] Defeat Enemy #26 non-fatally.
[4] Kill Enemy #26.
[5] Expend 20% of Mana Well to conjure a wall of flame blocking enemy vision.
etc.

I will interpret Elric's actions based on whatever skills he has available, according to these priorities. I will also account for enemy actions according to their skills. Your success will depend in part on how you match up against the enemy, and more importantly how you prioritize. Although I should add, trying to do too much at any given time will decrease Elric's ability to focus on any one thing.
 
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[x] The Frozen Wastes. North of Elstead, the no-man's land is only inhabited by small tribes of indigenous peoples that just want to be left alone. A perfect destination for the new mage who wants to find a hole and stay there...assuming he can find something to eat.
[x] Elric Rammus

Anyone needs a part-time shaman?
 
I'm having Arcanum vibes :)

Did we study anything practical or just theoretical sciences? Any PE? Fencing? Strategy and tactics? Carpentry ;)? How frequent is magic in outside world (if we know it)?
I'm terrible at making up names, but warring kingdoms are always a good place to start :)

[X] The Badlands
 
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Anyone needs a part-time shaman?

As a low-tech population, the tribes likely have their own shamans, but you could probably find a niche.

I'm having Arcanum vibes :)

I've never heard of the game before, actually. (This one right? Arcanum: Of Steamworks and Magick Obscura - Wikipedia) So I can't promise it'll be the same. Still, it does look similar to what I have in mind on basic perusal of the wikipedia description.

Did we study anything practical or just theoretical sciences? Any PE? Fencing? Strategy and tactics? Carpentry ;)? How frequent is magic in outside world (if we know it)?

Imagine your average american college student. In comparison to farmers of earlier centuries, he's in great health. Maybe not the strongest of people though. And since the character never found anything that interested him, he's not an expert in anything like fencing even if he did take some classes.

Magic is more common outside of Elstead, but still pretty rare. Why that's the case, no one (in Elstead) is quite sure.


Is this a Recluce reference? :lol:evil:
 
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I've never heard of the game before, actually. (This one right? Arcanum: Of Steamworks and Magick Obscura - Wikipedia) So I can't promise it'll be the same. Still, it does look similar to what I have in mind on basic perusal of the wikipedia description.

Yes this one. It actually features magic messsing with technology as a game mechanic, and there's a lost city with future technology, so it quickly came to my mind after reading your description. But no worries, I'm still interested in this quest even if it has nothing to do with that game :)
 
[X] The Frozen Wastes. North of Elstead, the no-man's land is only inhabited by small tribes of indigenous peoples that just want to be left alone. A perfect destination for the new mage who wants to find a hole and stay there...assuming he can find something to eat.

Food we go!
 
[x] The Frozen Wastes. North of Elstead, the no-man's land is only inhabited by small tribes of indigenous peoples that just want to be left alone. A perfect destination for the new mage who wants to find a hole and stay there...assuming he can find something to eat.
[x] Elric Rammus
 
[X] The Empire. East of the Great Wall, where the barbaric sun worshippers have held sway for the last couple of decades. Probably your best option if you want a magical education, but they aren't likely to give that away for free...
 
[X] The Empire. East of the Great Wall, where the barbaric sun worshippers have held sway for the last couple of decades. Probably your best option if you want a magical education, but they aren't likely to give that away for free...

[x] Elric Rammus
 
[X] The Frozen Wastes. North of Elstead, the no-man's land is only inhabited by small tribes of indigenous peoples that just want to be left alone. A perfect destination for the new mage who wants to find a hole and stay there...assuming he can find something to eat.
 
Alright, Calling it. Frozen Wastes it is.
Adhoc vote count started by StormyAngel on Jan 28, 2019 at 6:30 PM, finished with 13 posts and 8 votes.

  • [x] The Frozen Wastes. North of Elstead, the no-man's land is only inhabited by small tribes of indigenous peoples that just want to be left alone. A perfect destination for the new mage who wants to find a hole and stay there...assuming he can find something to eat.
    [x] Elric Rammus
    [X] The Badlands
    [X] The Empire. East of the Great Wall, where the barbaric sun worshippers have held sway for the last couple of decades. Probably your best option if you want a magical education, but they aren't likely to give that away for free...
 
2 - Welcome to the Frozen Wastes
Winning Vote
[X] The Frozen Wastes
[X] Elric Rammus


"Well Elric? Are you ready for this?"

As you look upon the frozen wastes, a sinking feeling in your stomach informs you that this is really happening. You're being exiled.

You've only just arrived at the northern outpost, Polaris. You were forced to take a long and circuitous route in order to avoid destroying any more technology on your way north. And to get you there, Elstead was forced to rely on an old veterinarian who raises horses as a hobby. Traveling by cart has been an…interesting…experience.

It was uncomfortably bumpy.

Thus, while your exile technically began two months ago, you've only now reached the border. The temperature has steadily fallen as you've ridden north, and in addition to that, the days have been getting longer. It's getting cold enough that you're beginning to wonder what possessed you to choose this over your other options.

No, despite the harsh conditions, you're still certain that the Frozen Wastes are your best option. Out there, you can practice your magic without worrying about being drafted into an army, or enslaved by a stronger mage. The elements may be harsh, but they couldn't possibly be more dangerous to you than the people who might have tried to exploit you in the Badlands and the Empire.

And if you're lucky, you might find one of the natives to teach you a thing or two.

"I don't know." You reply as you turn around to face your older sister, Lizzie, the only one of your siblings Elstead would let accompany you on your long journey north. She came along to see you off, since neither one of your parents could bear to meet your eyes anymore.

"I had one of the technicians print this out for you." She says as she holds up something rectangular in her hand. It looks like it has writing on it…

"Is that a book?" You don't quite manage to contain your surprise. You've read about things like that before, but Elstead moved beyond paper records a century ago.

"It's a hard copy." Your sister admits, and hands the book to you. "It's a collection of everything I could find about magic on the datanet. Hopefully it'll help you figure stuff out."

Received Magical Primer (Elstead) from Lizzie Rammus.

"Thanks." You really should have thought of that. It wasn't like Elstead was being stingy about the supplies they give you, and just because you couldn't access the datanet yourself anymore was no reason to ignore it's resources.

"I wish there was something more I could do." She admitted with a grimace. "I hate thinking about you struggling to survive out there."

"Hey, I've got magic." You shrug, making an effort to appear confident. "I'll be fine."

"Yeah." She nods slowly. "You will be."

Then she hugs you.

"Send us letters whenever you get the chance ok?"

"Of course." You mutter, although you're not sure how often that'll be possible. Still, if the letter reached the outpost, you could expect Elstead to pass it on through the datanet.

You'd never get any replies, though.

She lets you go and holds you at arms length. Grief and worry line her face and your heart wrenches at the sight.

"Ahem." A cough from the side interrupts your family moment. You both turn to spot one of the outposts technicians, carrying something bulky over his shoulder. He swings it around to rest on the ground between you.

"We had the fabricator work this up for you." The man explains with a glance at your sister. "It's a sturdy pack, and it should blend in with the kind of gear the locals will have. Although, if any of them examine it closely they'll be able to tell the difference right away, since we used the good stuff."

"The good stuff?"

"Yeah, there's a lot of ways to make something lightweight and sturdy with synthetic materials, so this pack should take pretty much anything you can throw at it." He frowns. "Except fire. It'll still burn."

"Ok." You nod, then turn to your sister. "I guess I should be off then."

"Be safe El." She's clearly holding back tears, and it occurs to you that you may never see her again. Or…anyone. Suddenly fighting to hold back your own tears, you nod silently, then sling the pack over your shoulder.

It's heavier than you expected, but with no desire to drag this out, you turn around and set off.



About an hour later, with the outpost out of sight, and your new reality starting to sink in you decide to take stock. You find a nice rocky outcrop, and settle down with your back to one of the rocks.

The pack contains a decent amount of supplies, which you rifle through and make a mental tally of.

Received Self Deploying One-Man Tent
Received Compressed Water Canteen (10,000 Liters)
Received Mono-Atomic Edged Knife
Received Three Sets of Dirt-Repellant Clothing
Received Nutrient Rich Travel Rations (50)
Received Bag of Peculiar Coinage
Received Various Camping Gear


There are some pretty useful implementations of technology here, although you note the lack of a water compressor, so once you use up your canteen, you're going to have to use it like a normal one. Still, these are pretty good supplies, given your limitations.

Of course, perhaps more notable was the book you found right at the top.

Received Guide to the Frozen Wastes (Elstead)

You're not sure if the Polaris technicians maintain a pamphlet of this sort for interested tourists, or if they printed it up especially for you, but you can't help the swell of gratitude you feel at the sight. You never really studied the frozen wastes, so anything they know will likely be of use to you.

Since it's still early in the day, and you expect that you'll only find colder weather the further north you travel, you decide to settle in for some light reading. Draping a blanket around yourself, you pull out your two most valuable possessions, and start in.

While Elstead's isolationist policy keeps it out of the loop with regards to magic, the occasionally naturally occurring mage has provided the kingdom with some cause to study the phenomenon. Such studies have largely been abandoned due to magic's tendency to defy observation according to scientific principles, but what information was gathered before is apparently widely available in the form of essays and data on the datanet. Sifting through what your sister gathered for you gives you an idea of some basic underlying principles.

First, magic appears to rely on some kind of fundamental energy source. Commonly referred to as Mana, Elstead's test subjects universally reported being able to access some kind of repository or "Well" that refilled itself over time.

Second, test subjects reported that the cost in mana for any given act of magic was always consistent. I.E. generating a small fire cost the same amount of mana no matter how many times the subjects repeated it.

Third, the cost for the same act varied for every test subject.

You take a moment during your reading to focus inward, and you think you can feel this Mana Well that the studies speak of. Truthfully, you'd been trying to ignore it, because it was a constant reminder that you were going to be exiled, but now that that's actually happened…

With a twist of will and a snap of your fingers, a tiny little flame dances above your palm. It gives off a pleasant heat, but doesn't seem to be burning anything. Trying to examine your mana well distracts you enough that it goes out, but with a little practice you manage to keep the tiny flame going in the back of your mind even as you consider your mana well.

Intuitively, you can feel that the flame is drawing upon your mana, but at the same time, the well doesn't seem to be getting any smaller. You're not quite sure what to make of that, but maybe the answer is in the book…

Dismissing the fire and returning to your reading doesn't yield any answers, unfortunately. It appears that the rest of the studies were focused on trying to convert mana into electricity and vice versa. While it was discovered to be possible for a mage to generate some kind of lightning (to one researcher's misfortune) it did not appear possible for a mage to power technology and keep it working. Likewise, no one had ever found a way for electricity to power magic.

The rest of the book focused on what types of magic had been observed, which although likely to be useful, didn't answer your question either.

Since that seemed to be a dead end for the moment, you decided to read more about the area you were going to be living in.

To your surprise, it turned out that Elstead did engage in some trade with the natives. They called themselves the Izolak and would occasionally visit specialized northern outposts to trade for food and other hard to make goods.

Well, perhaps calling it trade wasn't entirely accurate. It was really more like Elstead was engaging in charity, since they weren't receiving anything of value from the Izolak that they couldn't produce themselves in greater quantity and more cheaply. You do see a picture of a coin though that was apparently common among the Izolak. It matches the ones you found in your bag actually…

Bag of Peculiar Coinage is now Bag of Izolak Coinage: 20 Uzo

The mention of these outposts draws your notice though, and flipping ahead through the book you do manage to find a map. It's actually a lot less filled in than you would have expected. Apparently the frequent storms in the north have proved hazardous even to the high tech survey drones Elstead used to map the world's oceans, because many of them never came back. After that, Elstead was hardly going to send a manned mission just to get a look at some more ice.

Still, along the border there is a good area filled in with clearly marked terrain and several outposts designed to work without technology especially for those trading purposes.

You do note, however, that there aren't any Izolak settlements marked on the map.

Your perusal is cut short when an approaching line of grey catches your eye. Looking up, you can see a line of clouds slowly crawling their way southwards, and beneath them a wall of snow.

Well. You should probably do something about that.

What do you do?

[ ] Seek Shelter. Maybe you could find a cave in those hills over to the northeast? Sure you'd be walking towards the storm, but a good cave would provide the best protection you'll find around here.

[X] Head for an outpost. One of the trading outposts isn't too far from here, and better yet, it's in a southwest direction. If you hurry you might make it in time before the storm catches up…you think.

[ ] Make Camp here. Your tent is probably rated for weather like this, and you really want to finish this book! (Upon examining the tent, you find a note: "Usually there's a machine to pack this back up, but it would just break down on you. But hey, maybe you could do it with magic?") (Pick one additional Camp Action)

[ ] Write-in. (It would be helpful to explain reasoning too, although not strictly required)

Camp Actions: No matter what you do, you'll probably be waiting out the storm somewhere. How do you spend your time? (Pick Two)

[X] Read the second half of Magical Primer (Elstead).

[X] Read about the Izolak.

[ ] Experiment with your Magic more. (Pick two) (Might be better to pick this after reading the rest of the primer, because beforehand it will just be whatever you can come up with.)
[ ] Elemental stuff
[ ] Force fields
[ ] Healing (Requires being hurt)
[ ] Write-in.​

[ ] Make Plans. You've kind of been following the path that was laid out for you…maybe you should fix that. (If this is chosen, I will provide more detail about the state of the world in general, and call for a vote on long term plans and goals.)

[ ] Write-in (I will veto if necessary, but since the character isn't too firmly established there isn't much that you can't do yet.)
 
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[X] Head for an outpost. One of the trading outposts isn't too far from here, and better yet, it's in a southwest direction. If you hurry you might make it in time before the storm catches up…you think.
[X] Read the second half of Magical Primer (Elstead).
[X] Read about the Izolak.
 
[X] Make Camp here. Your tent is probably rated for weather like this, and you really want to finish this book! (Upon examining the tent, you find a note: "Usually there's a machine to pack this back up, but it would just break down on you. But hey, maybe you could do it with magic?") (Pick one additional Camp Action)
[X] Read the second half of Magical Primer (Elstead).
[X] Read about the Izolak.
[X] Make Plans. You've kind of been following the path that was laid out for you…maybe you should fix that. (If this is chosen, I will provide more detail about the state of the world in general, and call for a vote on long term plans and goals.)
 
[X] Seek Shelter. Maybe you could find a cave in those hills over to the northeast? Sure you'd be walking towards the storm, but a good cave would provide the best protection you'll find around here.
[X] Read the second half of Magical Primer (Elstead).
[X] Read about the Izolak.
 
[X] Seek Shelter. Maybe you could find a cave in those hills over to the northeast? Sure you'd be walking towards the storm, but a good cave would provide the best protection you'll find around here.
[X] Read the second half of Magical Primer (Elstead).
[X] Read about the Izolak.
 
You'd never get any replies, though.
Why not? There is clearly contact between the natives and the outposts (or we wouldn't be able to send letters), and the effort to scan the letter and print out the answer are trivial. The responce to the letter could then be sent out by the same method the letter was delivered.

If they are willing to answer, of course, but if they aren't, why would we bother writing to them in the first place?

[x] Head for an outpost. One of the trading outposts isn't too far from here, and better yet, it's in a southwest direction. If you hurry you might make it in time before the storm catches up…you think.
[x] Read about the Izolak.
[x] Make Plans. You've kind of been following the path that was laid out for you…maybe you should fix that. (If this is chosen, I will provide more detail about the state of the world in general, and call for a vote on long term plans and goals.)
 
[X] Make Camp here. Your tent is probably rated for weather like this, and you really want to finish this book! (Upon examining the tent, you find a note: "Usually there's a machine to pack this back up, but it would just break down on you. But hey, maybe you could do it with magic?") (Pick one additional Camp Action)
[X] Read the second half of Magical Primer (Elstead).
[X] Read about the Izolak.
[X] Make Plans. You've kind of been following the path that was laid out for you…maybe you should fix that. (If this is chosen, I will provide more detail about the state of the world in general, and call for a vote on long term plans and goals.)
 
[X] Head for an outpost. One of the trading outposts isn't too far from here, and better yet, it's in a southwest direction. If you hurry you might make it in time before the storm catches up…you think.
[X] Read the second half of Magical Primer (Elstead).
[X] Read about the Izolak.
 
Why not? There is clearly contact between the natives and the outposts (or we wouldn't be able to send letters), and the effort to scan the letter and print out the answer are trivial. The response to the letter could then be sent out by the same method the letter was delivered.

If they are willing to answer, of course, but if they aren't, why would we bother writing to them in the first place?

I think it has more to do with the fact that we are banished/exiled then the fact that it's not possible
 
Why not? There is clearly contact between the natives and the outposts (or we wouldn't be able to send letters), and the effort to scan the letter and print out the answer are trivial. The responce to the letter could then be sent out by the same method the letter was delivered.

If they are willing to answer, of course, but if they aren't, why would we bother writing to them in the first place?

I think it has more to do with the fact that we are banished/exiled then the fact that it's not possible

Consider that line a reflection of the character's thinking, not automatically a reflection of reality. He's not aware of the trading outposts at the time, so in his mind the only way for a letter to find him would be for someone from Elstead to seek him out. Clearly, not something he sees as likely because only exiles actually leave Elstead.

Also, you might be seeing the Izolak as more organized than they actually are. Various groups will visit the trading posts, but not all of those groups are in contact or good relations with one another. They won't all automatically be able to find you. That being said, if you do end up spending time with a group that regularly sends traders to the outpost, you could absolutely receive replies from your family through that conduit.


I'm going to leave the vote open for a couple more hours, then I'll probably have the update out sometime during the twelve hours following. Right now it looks like heading for the outpost and reading the two books are winning.
 
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