Chapter 1.2.2: NEXT~
[X] (Diplomatic Development Plan) They might instead agree to hold off entirely for now, let the kobolds literally and figuratively dig in, and focus on the larger objective - the Cult of Chaos who the kobolds were previously hoping to align with.
Helen pauses for some time, as if thinking, before Eira happens to speak up first. "I mean, I know this is uh kinda funny for me to say after the last couple days, but… I think it might be good to be more patient here."
You pause. "... Keep going?"
"Well, let's look at our resources. We've got this Kobold keep who are currently mostly scared of us, but could destroy us in a straight fight given the chance. We've got a room at an inn in Arnstey Keep - a room we can relatively reliably return to even when the gate is closed."
It takes you a second to piece that one together - but it's right. If they're inside the apartment and you're not, you can move the gate, and you can teleport into the room. Or, for that matter, back here.
"Now, let's look at the most important thing we don't have."
Helen nods. "The primary location of the Cult of Echidna, or their exact plan."
You continue, "... So working on integrating the Kobolds in with the Keep is less relevant."
Eira nods. "Plus, if we can stop the cult and save the area, we'll be heroes of the Keep - which puts us in a position of advantage to negotiate long term peace and trade - and with it, Helen's opportunity to start raising the technology of the entire area, and quickly."
It takes Helen a few seconds before she responds, "... So. That leaves where we investigate next."
You pause to consider… "The Cult's base would either have to be self-sufficient, or they have to get materials of one or more stripes somehow."
Helen pauses. "That leaves the question of which one. But I think you're going someplace with this maybe?"
"If they were self-sufficient, the base would need to be larger. Like, a lot larger. We're talking hundreds, potentially."
Eira blinks. "Which would be harder to hide unless the cave system bordered on a proper underworld."
Not implausible, you know - there's Underworlds all across Aridia, and many but not all are connected -
Shit. That invalidates your guess. Your shoulders droop. "And if an Underworld is possible, it's also possible it's connected that way, which means where I was going with this - namely, that the cult's base has to be close-ish to a road for materials transport if it's not self-sufficient - isn't reliable."
"But if they want to attract aid," Helen responds, "it would be easier if the road - or above it or similar - was a way there."
You pause. "That… Hmm. It seems almost silly to suggest something as basic as 'check the road', but…"
Eira nods. "Could lead to things."
Helen sighs. "Until we get something that might make a better idea…"
You nod. "Okay, so. Looking at the places we know, basically everything relevant's east. The road's closer to the keep, so if we're going to try that route, there's three options that I can see. The first is I teleport to near the road, call the door, you come out, and we get moving. Gets us there faster."
Eira pauses. "True, but is that really much faster than just hiking back the way we came, see if we spot something?
Helen nods. "Or we can, albeit having to deal with more of the rivers most likely, trek a bit east, then north, see what we run into on the way to the road. Or if you're going to teleport, we could start from the Keep."
Eira considers for a moment. "... Two rivers converging, though. That could mean swampland. Ick."
You nod. "But who knows what opportunities await within the bog?"
[ ] (Travel Plan) Teleport to the road, get moving. Fast, risk of the door being discovered, but lowest risk of encounters before you reach the road.
[ ] (Travel Plan) Hike along the path you know. Moderately fast, no risk of door discovery, modest risk of encounters before you reach the road.
[ ] (Travel Plan) Go east then north. Slower, no risk of door discovery, higher risk of encounters before you reach the road.
[ ] (Travel Plan) Teleport to Arnstey Keep then go out from there. Moderately fast, risk of door discovery, lowest risk of encounters before you reach the road.
---
I came up with the fourth plan at almost the last minute - write-in mix-ups are potentially open.
Note that the SOUTH and WEST edges exit mapped area and are irrelevant to the quest. For QM's sanity, please no go that way. (And yes, this time I've lazed out and not switched to player view to black out unseen territory. This is also why Eira pointed out the possibility of Swamp.)
Helen pauses for some time, as if thinking, before Eira happens to speak up first. "I mean, I know this is uh kinda funny for me to say after the last couple days, but… I think it might be good to be more patient here."
You pause. "... Keep going?"
"Well, let's look at our resources. We've got this Kobold keep who are currently mostly scared of us, but could destroy us in a straight fight given the chance. We've got a room at an inn in Arnstey Keep - a room we can relatively reliably return to even when the gate is closed."
It takes you a second to piece that one together - but it's right. If they're inside the apartment and you're not, you can move the gate, and you can teleport into the room. Or, for that matter, back here.
"Now, let's look at the most important thing we don't have."
Helen nods. "The primary location of the Cult of Echidna, or their exact plan."
You continue, "... So working on integrating the Kobolds in with the Keep is less relevant."
Eira nods. "Plus, if we can stop the cult and save the area, we'll be heroes of the Keep - which puts us in a position of advantage to negotiate long term peace and trade - and with it, Helen's opportunity to start raising the technology of the entire area, and quickly."
It takes Helen a few seconds before she responds, "... So. That leaves where we investigate next."
You pause to consider… "The Cult's base would either have to be self-sufficient, or they have to get materials of one or more stripes somehow."
Helen pauses. "That leaves the question of which one. But I think you're going someplace with this maybe?"
"If they were self-sufficient, the base would need to be larger. Like, a lot larger. We're talking hundreds, potentially."
Eira blinks. "Which would be harder to hide unless the cave system bordered on a proper underworld."
Not implausible, you know - there's Underworlds all across Aridia, and many but not all are connected -
Shit. That invalidates your guess. Your shoulders droop. "And if an Underworld is possible, it's also possible it's connected that way, which means where I was going with this - namely, that the cult's base has to be close-ish to a road for materials transport if it's not self-sufficient - isn't reliable."
"But if they want to attract aid," Helen responds, "it would be easier if the road - or above it or similar - was a way there."
You pause. "That… Hmm. It seems almost silly to suggest something as basic as 'check the road', but…"
Eira nods. "Could lead to things."
Helen sighs. "Until we get something that might make a better idea…"
You nod. "Okay, so. Looking at the places we know, basically everything relevant's east. The road's closer to the keep, so if we're going to try that route, there's three options that I can see. The first is I teleport to near the road, call the door, you come out, and we get moving. Gets us there faster."
Eira pauses. "True, but is that really much faster than just hiking back the way we came, see if we spot something?
Helen nods. "Or we can, albeit having to deal with more of the rivers most likely, trek a bit east, then north, see what we run into on the way to the road. Or if you're going to teleport, we could start from the Keep."
Eira considers for a moment. "... Two rivers converging, though. That could mean swampland. Ick."
You nod. "But who knows what opportunities await within the bog?"
[ ] (Travel Plan) Teleport to the road, get moving. Fast, risk of the door being discovered, but lowest risk of encounters before you reach the road.
[ ] (Travel Plan) Hike along the path you know. Moderately fast, no risk of door discovery, modest risk of encounters before you reach the road.
[ ] (Travel Plan) Go east then north. Slower, no risk of door discovery, higher risk of encounters before you reach the road.
[ ] (Travel Plan) Teleport to Arnstey Keep then go out from there. Moderately fast, risk of door discovery, lowest risk of encounters before you reach the road.
---
I came up with the fourth plan at almost the last minute - write-in mix-ups are potentially open.
Note that the SOUTH and WEST edges exit mapped area and are irrelevant to the quest. For QM's sanity, please no go that way. (And yes, this time I've lazed out and not switched to player view to black out unseen territory. This is also why Eira pointed out the possibility of Swamp.)
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