Writ of Habitation Thoughts
Added 2024-03-23 20:24:44 +0000 UTCAs many of you might assume, once the Tutorial ends, the real game begins, and the first thing our players need is a place to stay.
As Patrons, the choice of a base is yours. Just know that most Writs are not all rainbows and sunshine like the one that was attached to Dyer's Lodge. Every perk comes with a cost.
Tomorrow, the official poll will go live. This is your chance to give your two cents, to give me any ideas you have for what you might like to see.
So far, the options are as follows:
1. The Abandoned Jail
Location: Near Historic Carousel in the center of town. The heart of desolation, yet central to all.
Perks: Fortified walls and a layout that's easily secured make it a formidable base. Basic amenities.
Liabilities: The basement holds a dark secret; triggering an Omen brings forth a not-so-spectral jailer. Invisible chains of the past clank in the cold night. The discomfort is palpable. Few creature comforts can be found. Some cells are best left locked.
2. The Fishing Cabin on Dyer's Lake
Location: Secluded, nestled away from the town's prying eyes on the serene yet eerie Dyer's Lake.
Perks: Comfort meets isolation; a cozy retreat where the Banshee's scream forewarns of impending danger, urging you to take cover till dawn's light. The lake's bounty is generous, offering sustenance with a side of caution.
Liabilities: The waters hide more than just fish; beware what you reel in. Legends speak of a fisherman, lost to the lake, whose return would herald a storm of horrors.
3. The Farm House
Location: The pastoral charm of eastern Carousel, a picture of tranquility shadowed by secrets.
Perks: A cozy, seemingly safe haven that demands nothing more than the simplicity of chores to remain in the enigmatic farmer's good graces.
Liabilities: The farmer, a silent guardian of this land, holds a strict no-ruckus policy. The peace is a fragile truce with the unseen, where each day's end brings its own form of reckoning. The harvest is your offering, but what are you offering it to?
4. Room for Rent
Location: Within the lively embrace of the town's beating heart, where every street has a story. A room above a bar in the entertainment district.
Perks: Central, accessible, and wrapped in the relative safety of bustling life. The constant flow of strangers offers both risk and opportunity.
Liabilities: The cost of security comes in the form of paying rent, a reminder of the mundane in a world that is anything but. Strangers may bring tales, treasures, or trouble to your doorstep.
Reflect on your choices, for each base of operations carries its own tale of survival, sacrifice, and, perhaps, salvation. Where would you make your stand against the encroaching darkness?
Comments
Dryers Lodge, always like a proper summer camp story.
oakes
2024-03-24 21:30:29 +0000 UTCI think they should do cabin. Its what they are used to and its far away enough to not pulled in by those big omens. The farm house on the other hand may work except they will lose time doing chores and may get killed by the farmer if they are too loud in their arguments.
Leila
2024-03-24 17:04:42 +0000 UTC