Lost Eden [Exploration; Survival]

What would you like to see more of in this Quest?

  • Characters (NPCs)

    Votes: 2 7.4%
  • Worldbuilding (Exploration)

    Votes: 18 66.7%
  • Quests (Plot)

    Votes: 7 25.9%

  • Total voters
    27
[X] You have a stoic expression as you ask
[X] "Well isn't he a charmer?" (Friendly)
[X] Not now.

Let's not fall asleep and wake up in chains eh?


Also, Alphonse Elric overlord of Eden.
 
[X] You have a stoic expression as you ask
[X] "Well isn't he a charmer?" (Friendly)
[X] Not now.
 
[X]You have a look of concern as you ask.
[X]"Well isn't he a charmer?" (Friendly)
[X] Sleep now.

Don't worry,Kos, your writing is good no matter how much of it there is! :)
 
[X] You have a look of concern as you ask.
[X] "Well isn't he a charmer?" (Friendly)
[X] Not now.
 
[X] You have a look of concern as you ask.
[X] "Getting a free ride is always nice I guess..." (Indifferent)
[X] Sleep now.
 
Currently stuck at 50/50 for sleeping/not sleeping. So I will wait a bit or else toss a coin.
 
We don't actually lose anything by not sleeping, as we can just do so when we reach the town, but if we fall asleep, we would be putting our life in someone else's hands. I don't trust them enough to do that.
 
[X] You have a look of concern as you ask.
[X] "Well isn't he a charmer?" (Friendly)
[X] Not now.
 
[X] You have a stoic expression as you ask.
[X] "Well isn't he a charmer?" (Friendly)
[X] Not now.
 
Alphonse - Part II
{X} You have a look of concern as you ask.
{X} "Well isn't he a charmer?" (Friendly)
{X} Not now.

---

"Ugh... I can't sleep now..." You mumble to yourself under the rumbling of the engines. It would be better to stay awake and be on your guard. After all, every traveler knew better than to fall asleep around strangers. At this point you regret not having a pistol with you in case things go sour. However, you remember that you do have your knife with you. Not the best, but it would have to do.

---
[X] "Ah... I must really be paranoid these days..." (depressed)
[X] "You can never be too careful..." (indifferent)
[X] "I have to stay awake... stay awake..." (cautious)
---

The men in the vehicle have begun conversing amongst themselves. You hear them exchange friendly banter, before their tone shifts and they begin discussing what to do in regards to the recent attack and the settlement.

"We'll have to post some units further down the southern road. They can serve as an early warning outpost." You hear Duncan say.

"What?" Another man seems bewildered. His voice is deeper and older. "No one's gonna wanna be out on the roads at night man. Shit's fucking creepy."

"Not really..." You think to yourself, remembering the dancing lights. Of course, there were some nights where it would be rather eerie. Your memories drift back and forth to times when you were alone and in the dark, hiding from feral beastkin with your rifle in hand.

"I'll go with them." Duncan says. "It should at least let the men know that we're not just sending them out there to die in the dark."

"Do you think central command will comply?" The soldier sitting in the back beside you asks. He sounds much younger, but you can't make out his face due to a balaclava and goggles obscuring it from view. "They're usually not very fond of sending capable officers out in the field."

"I'll manage somehow." Duncan replies.

"Gonna use your witty charm to woo the council?"

"I wish."

"...Are you going to be alright, Captain?"

"I'll be fine. We'll only be about a mile out. The old outpost there should still have a working radio." Duncan reassures. "If not, we've always got backup radios in Eureka." He then chuckles "But... first comes the convincing part."

You notice how relaxed the atmosphere is in the cabin of the vehicle. This Duncan character must be on rather good terms with his men if he's able to have such a casual conversation with them. It was almost enough to make you want to drop your guard and join in with them. Quite a charmer indeed. Good leaders were hard to find in Eden.

For a good amount of the ride, the cabin is filled with friendly chatter that wax and wanes from time to time. You hear them recalling old friends and fallen comrades before joking amongst themselves about their love life. Having companions were always a great boon on long journeys, something that Wanderers didn't have the luxury of indulging in... most of them anyways. You can't recall the last time you've ever really traveled with anyone.

The rest of the trip goes off without a hitch. For you, most of the drive is spent fighting your fatigue as the jeep tries to rock you to sleep. You notice that you've reached a clearing in the forest. The once narrow road opens up to an open field of stumps and fallen trees. As you look ahead you are met with a rather bewildering sight.

A gigantic structure juts out diagonally from the ground. It is sleek but dull in color, and from a distance you can make out numerous tears and gashes in the walls from which lights of civilization glimmer through. Vines can be seen dangling from the edges.

"There it is." Duncan remarks.

"Home sweet home."

As you near it you notice walls built around it. It must be the settlement Duncan and the others called Alphonse. You glance around the surrounding area, taking in mysterious valleys and crevases that looked like they were carved into the ground ages ago. The large megastructure that formed the heart of the settlement looked like a wreckage of some sort, and as you take another look around you notice more worn and vine-covered metal structures scattered around outside the walls of the town. They look old, very old. But despite this, they didn't show any signs of wear from the rain. It must have been an artifact of some kind, one of the wrecks from the lost age long before Eden came to be. It was miraculous that it had survived this long.

"Just who could have built this thing?" You wonder as you near the settlement. You see that the walls are alive with life. Military vehicles, small huts on the outskirts, and a number of other buildings--some even made from the wreckage strewn across the area. Farmland? That was impossible. Trying to grow crops in Eden was impossible with the rain unless one built a greenhouse.

"Surprised?" Duncan asks. "The city of Alphonse has been able to farm in this area thanks to that large monument in the center. I can show you around later on if you like? I have business in the town center anyway..."

---
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.
[X] Decline. You can probably find your way around by yourself. Towns and settlements should have maps and signs anyway.
[X] Write in.

---

You are less fatigued from sitting in the humvee. (Severe --> Heavy)

Items Obtained
None



  • Name: Nameless Wanderer
    Gender: Female
    Unique Skill: "Lady Luck"
    Condition: [] []
    Moderate Hunger
    Moderate Cold
    Heavy Fatigue
    Minor Bruising

    Gear/Armor: Wanderer's Cloak and Dagger
    "This attire is common among Wanderers in the wild. The clothing set is often made up whatever can be scavenged and bought at a reasonable price, often leading to the look, make, and quality varying greatly. However, there is one thing that all Wanderers clothe themselves for, and that is the rain and the cold. Wearing this, you will be fairly comfortable throughout your journey while not attracting too much attention to yourself. Your clothes are also rather insulated against the weather, so unless you jump in a river you will be fairly dry. The thickness of the clothes also lends to some protection against blades and blunt force weapons. Bear in mind that the Wanderer's Cloak and Dagger has little in the way of armor, meaning that you will be very vulnerable to small arms fire. Evasion will be the key to your survival rather than fighting.

    The Cloak and Dagger comes with a gas mask for low-oxygen and highly toxic areas and, as its name suggests, has a sheath in both forearms to store a Survival Knife and other tools that a Wanderer may need on his or her journey."

    - Cold Resistance: [] [] [] []
    - Water Resistance: [] [] []
    - Melee Resistance: [] []
    - Firearms Resistance: []
    Pack:
    Traveler's Pack
    " Survivors and Wanderer's alike in the wilderness of Eden worship the Traveler's Pack. It is hardy, sturdy, and fairly waterproof. While fairly basic, it boasts a number of pockets to store various items needed for survival, and also comes with two straps to store long rifles. It can also be used as a pillow, and can be quite comfortable despite whatever you may put in it. The traveler's pack is love! The traveler's pack is life! Respect the traveler's pack and it will respect you!"

  • Storm Rifle
    "An old rifle from a civilization long before Eden. The weapon is still in fine working condition despite countless eons of neglect and wear, demonstrating the quality and craftsmanship of whomever was responsible for its construction. It seems to fire some kind of powerfully charged round. Its prowess in combat situations is to be revered and respected, but it doesn't seem like you'll be able to get much hunting use out of it. The white plating on its body is rather eye-catching, and as an artifact may attract the attention of unwanted guests. Don't expect to find much ammunition for this weapon, as what few stockpiles that exist are either sealed or under some form of government control.

    It is capable of both single and fully automatic fire, and comes with iron sights that automatically adjust to the shooter's light sensitivity when fighting in dark conditions."
    Class: Artifact - Rifle
    Condition: [] [] [] [] []
    Ammunition:
    26/48 (Loaded/Maximum)
    Magazines: 1/1 (In Use/Maximum)
    Ammunition Type: Storm Rounds

    Remmington Model 870
    "An old weapon from a bygone age. They have been found in many hidden caches all over Eden, and are quite common amongst travelers, bandits, and soldiers alike. It is a pump-action, 12-gauge longrifle that fires a spray of pellets from each shell. However, unlike traditional rifles, it can be loaded with specialized ammunition for a variety of situations. Its effectiveness in close quarters is not to be underestimated. However, contrary to popular belief it functions exceptionally well at longer ranges too. Overall a robust and reliable weapon that will serve the shooter well.

    This model features no stock and a slightly shorter barrel which allows for faster drawing while being lighter, at the cost of fewer shots before needing to reload and increased felt recoil. It comes with no sights, so it is slightly more difficult to aim at range compared to other firearms. The vibrant wood used in its construction makes it a rarity on par with an artifact."
    Class: Antique - Rifle - Shotgun
    Condition: [] [] [] []
    Ammunition:
    2+1/4+1 (Loaded+Chambered/Maximum+Chambered)
    Shells: 5/1/2 (Buckshot/Fragmentation/Magnum)
    Ammunition Type: 12-Gauge

    Survival Knife
    "A common knife with many applications. It is small enough to be easily handled and carried, yet robust and long enough to be used as a viable defense weapon and hunting tool. While not as effective in combat as a military-grade knife, it is very common amongst travelers and if used right and cared for will serve one very well."
    Class: Melee - Tool - Blade - Knife
    Condition: [] [] []


  • Wanderer's Cloak and Dagger
    [1] Survival Knife [Condition: Worn]

    [1] Compass

    [1] Colt Model 1911 Magazine [7/7]
    [5] 12-Gauge Buckshot [Condition: Poor] [Bloody; Muddy]
    [1] 12-Gauge "FRAGMENTATION" [Condition: Poor] [Bloody; Muddy]
    [2] 12-Gauge "Magnum" [Condition: Poor] [Bloody; Muddy]


    Traveler's Pack
    [1] Storm Rifle [Condition: Excellent]
    [1] Remmington Model 870 [Condition: Good]

    [1] Infantry Survival Ration [Condition: Good]
    [1] Alcoholic Flask [Capacity: Full]
    [1] Soak Cloth [Capacity: Full]
    [?] Unknown Stuff

  • "Wanderer's Survival Set"
    "In the wilderness of Eden, only those who are quickest, strongest, and smartest survive. Whether by pure luck or experience, Wanderers have learned to thrive beyond the safety of the settlements despite all odds. Whether it be simple survival skills like foraging or complex self-defense techniques, Wanderers have familiarized themselves with the necessary abilities to keep them alive.

    Be wary of a Wanderer's appearance, as many of them only grow more formidable and knowledgeable with age."

    "Lady Luck"
    Whether it was being the sole survivor of a mass Shade attack, or simply returning from a suicide mission alive, others have told you that you were blessed with ungodly luck. You may find a mass of wealth, or a life-long companion on your journey through this miraculous luck. You have made grave errors on your travels, only to be saved by sheer coincidence. However, luck is rather fickle and has an odd way of changing. It would be best not to rely on chance and gambles to get you through the day, but you never know what surprises it may have in store for you.



---

A/N: Argh... I had to actually stop myself because I didn't want to write too much... Q_Q I was afraid that it might be too much for you guys to read all at once.

That said, would you guys like longer posts with more content or shorter posts with more choices? Let me know, since this quest is for your enjoyment! :)
 
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[X] "You can never be too careful..." (indifferent)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.

Where are we planning to go to sleep? Do we have some kind of currency to pay for a bed? Is there even any kind of currency?

Also, in the inventory chart, the spoilers inside each section don't do anything.
 
[X] "Ah... I must really be paranoid these days..." (depressed)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.

Well, I kinda feel bad now. Let's hang out with the friendly guy.
 
Eh, being cautious is not a bad trait to have, and I'd rather not be depressed about taking a reasonable precaution.
 
Honestly, this seem more like a "blend the votes together" quest then a hard winner one. So with one or two depressed votes we're just kinda put off.
 
[X] "Ah... I must really be paranoid these days..." (depressed)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.
 
[X] "You can never be too careful..." (indifferent)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.
 
[X] "I have to stay awake... stay awake..." (cautious)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow. (Don't want to be alone... don't want to be alone...)
 
[X] "I have to stay awake... stay awake..." (cautious)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.
 
[X] "I have to stay awake... stay awake..." (cautious)
[X] Agree to have Duncan show you around. It might be nice to have a guide, and this Duncan character seems like a pretty nice fellow.[/QUOTE]

A/N: Argh... I had to actually stop myself because I didn't want to write too much... Q_Q I was afraid that it might be too much for you guys to read all at once.

That said, would you guys like longer posts with more content or shorter posts with more choices? Let me know, since this quest is for your enjoyment! :)
I personally like longer posts with lots of content, but then again, I'm very biased. My own quest's updates are usually around 4-6k words each. :oops:
 
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