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Bushpeople Quest (1)

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Thread replies: 15
Thread images: 2

File: BUSHMAN.jpg (59KB, 428x568px) Image search: [Google]
BUSHMAN.jpg
59KB, 428x568px
In times since past, when the Earth was still in its infancy magic roamed free and wild, but as the Earth got older the magic began to fade further and further from the world. By the times the advanced primates now known as humans came into being magic was scarce and only the most in-tune could even hope to wield the smallest fraction of power. And by the time they achieved civilization magic had faded into myth and legend, but the time would come when magic would burst back into the world.
In the year 2xxx a mining team had struck a pocket of raw magic and released back into the world. This caused a chain reaction and magic pockets scattered throughout the Earths crust began to explode and release tons of magic back onto Earth. Many nations were wiped out in the resulting explosion and civilization saw a collapse for a time.
But not all was lost, as governments fell new ones took their place and new races began to spread through the world, such as the satyrs, centaurs, and other wildfolk, the twisted and gnarled elves, the cunning orcs and goblins, and many many more.

In the pacific ocean an island country of Japan weathered the storm, literally! A great vortex took the island and plunged its people into chaos. Hundreds of years passed and new factions have risen and fallen in the years, but in the year of 3xxx the great vortex had once again appeared and brought Japan back with it. The vortex would never appear again. Despite common belief that the island would be empty ruined with buildings of a former country the people of Japan didn't just survive they adapted. It besides Britain and China are the last technological civilizations in the world, but during its time in the vortex the people, the land, and the beasts that inhabit it.
One such beast is the Bushperson. The Bushpeople don't reproduce; instead, they steal others and turn them into more Bushpeople. It is not quite known how they accomplish this, but the result is undeniable: their numbers and their kidnappings have grown exponentially. You are one such Bushperson, stolen from your home along with another of your kind.

>cont
>>
A loud banging awakes you. One of your captors is harassing the other bushling that was captured with you. The captor is loudly banging on the bars of the cage with one of his stunning sticks while spitting some sort of brown liquid into the cage. Another captor sits on a crate a little ways away from the other.

"And there's plenty' more where that came from!" the captor shouts, taking another swig from the brown bottle in his other hand.

The bushling is soaked in the liquid and distressing creaks are coming from it. You attempt to break open the bars, the captor notices.

"Oh it's a feisty one innit'?" the captor says to the other.

He then begins to spit the liquid into your cage and bang on your bars. More creaks are coming from the bushling bringing back the captors attention to it. He resumes his taunting and you can only watch. This goes on for hours and you drift back off into sleep.

Fire is the first thing you see when you awake. A large hole is in the side of the craft transporting you and it seems to be falling. Fire has engulfed the room and the other bushling is burning, you sense no life coming from it. With tremendous force the craft slams into the ground tearing itself to shreds in the impact, your cage breaks on impact and you are thrown into the nearby woodland and smash into a tree. You don't blackout, but you are heavily wounded. The craft is still crashing and it has left a large gash in the landscape, trees are beginning to catch fire and shards of metal are flying everywhere. A trail of green sludge trails behind as you begin to limp into the forest.

The tree sap flows from the open gash in the bark and you begin rubbing the sap on any broken parts of your body. The wounds stick together and begin to mend. This forest is different, more wild then that of your old home. A new colony must be made if you are to survive here.

>Find a new nest (d20)
>Search for fleshlings (humans) (d20)
>Scavenge the crash site (d20)
>Walk (which direction)
>Other

>8/25 Health! (Healing)
>>
>>1611611
>>Scavenge the crash site (d20)
>>
>>1611636
Roll please
>>
>>1611641
srry for being a newbie but how do you do that?
>>
Rolled 18 (1d20)

>>1611646
I'll roll for ya, but in the options bar you would write dice+1d20
>>
>>1611652
thx :)
>>
The trees are alight with orange flame, the ground is steaming and the heat is palpable. You follow the steaming gash in the ground to what's left of the craft. Shards of wood and metal are shattered about the place with various broken medical tools. What's left of the craft is what can be described as a big steaming box. A corpse is hanging out of the former cockpit. The main hull of the craft is in-tact however so you decide that is better worth your time.
A gaping hole in the side makes it easy to gain entry. Inside you see even more broken boxes and medical supplies, you also find the corpses of the bushling and the two captors. You begin searching through the hoard of broken and not so broken boxes. Your search only yields medical tools until you come across a large metal box. A click! is heard when you open the box. The box itself contains a number of papers and even more medical tools, until you reach the bottom, a bushling nymph sits trapped in a tube of fluids. You immediately break the tube and sense life coming from the nymph. All attempts to wake it fail. You quickly pocket the nymph inside your chest and make your way out of the crash site.

>Find a new home (d20)
>Search for fleshlings (humans) (d20)
>Walk (which direction)
>Other (Write in)

>2 Health regianed!
>10/25 Health! (Healing)

So since I was stupid and decided to start this quest at 1AM I am going to sleep. I will see you in the near future.
>>
Rolled 13 (1d20)

>>1611679
>Find a new home
>>
Rolled 6 (1d20)

>>1611721
support
>>
>>1611806
tested the dice for fun
>>
I slept for longer than I thought writing
>>
You begin to make your way further from the crash site, there is nothing more for you here, the nymph sleeps soundly in your chest cavity as you walk. More and more curious sounds peak your interest. Several large animals cross your path, but they pay you no mind, the sound of running water becomes more and more heard the farther you walk. A large creek comes before you, a small cliff towers above you and a small waterfall adorns it. Happily you begin to suck in the water into your own being and strength returns to you again. A rock falls from the cliff and falls behind the waterfall producing a small but heard echo. You hop into the water and travel into the fall only to come across a small cave. Moss and many ferns grow here a perfect place to rest at.
You set the nymph down on a nest of moss and you do the same and fall back into sleep.

>Gained Waterfall Hideout!

You awake next morning to the nymph prodding your face with one of its tendrils, you push it away and tell it to stay in the cave lest it become prey for something bigger. The sun is beaming down on the Earth and a humid presence hangs in the air.

>Improve your new home (d20)
>Search for fleshlings (humans) (d20)
>Scout the surrounding area
>Walk (which direction)
>Other

>25/25 Health!
>>
Rolled 13 (1d20)

>>1612170
>Improve your new home (d20)
>>
Next time on Alaskan Bush People.

This quest should have been that.
Thread posts: 15
Thread images: 2


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