Trolls aren’t known for burying their dead, and so the Hemisect Crypts are quite the oddity. It was said that prior to the Goly’b Goly’b incident, it was a place to show off the dead after bouts in the Hemisect Gladiatorial Showground. Being a high-cultured museum of sorts, the bodies have been preserved, recreated in wax, or stuffed and placed in the many crypts of the attraction. However, over time most of the bodies have been “misplaced”.
[1,2]: Museum of High Culture
A standard museum of the highblooded variety that was mostly gutted due to the Goly’b Goly’b incident. Recently, the museum has made an attempt to come back, though for the most part it looks to be a nationalistic haunted house filled with tentacle effigies and the average amount of vaguely erotic highblood art. There’s only one curator in the museum who appears as old as the relics within the walls. No one knows exactly how she’s survived this long.
[1,3]: Dead Fields
Being in close proximity to the coast, these fields have never been a successful source of food. Many ranchers have tried and failed to bring the Dead Fields some boon and sell at the Old Market, but poor conditions have always plagued the land.
[1,4]: Old Market
The Old Market is old even for Old Hemisect standards. Today, it’s been abandoned in favor of more glitzy fare closer to the coast. The wares are quaint and made from lowbloods who have come to the area to make a bit of beetles. Accessories and herbal remedies are the typical fare here.
[1,5]: The Skyrise
A grand corporate skyrise that’s been standing in Old Hemisect since before the incident. It’s received on-and-off renovation over the sweeps instead of being completely torn down and rebuilt – leading to an effect going up the building similar to layers of rock in an ancient cliff.
[1,6]: Paleflush Pleasure District
A very popular location in Old Hemisect City for trolls of all Quadrants – romantic locales and activities for palemates lead this to be an upscale attraction for all trolls. With its proximity to the Daylight Mall and the riches of Mansion Peaks, it proved to be an economical hotspot.
[2,1]: Restaurant Blu
No longer in service due to unforeseen circumstances. This may be the front for some kind of crime group, but that’s just a rumor.
[2,2]: Aiguma Theatre
An abandoned theatre-turned-hive. It’s been well maintained on the inside, but on the outside it appears to have refused to change since the incident. Compared to the restoration elsewhere in the city, this theatre hasn’t changed much for good reason. Most lowbloods don’t go near this monument – there’s a particularly paranoid purpleblood living inside.
[2,3]: Old Hemisect Asylum
It’s apparently well-populated, but no one ever seems to go in or out.
[2,4]: Burrow Residence
A residential district long-abandoned and not yet renovated. Everything seems fairly normal here for Old Hemisect, except for one particular hive that has apparently been inhabited by a troll with a very large, insectoid lusus.
[2,5]: Mansion Peaks
Prime for looters, Mansion Peaks was completely picked clean. Since then, it has seen squatters galore – trolls who always dreamed of living in a lofty hive. These hives have occasionally been the cause for turf wars between trolls for their excellent location and quality.
[2,6]: Daylight Mall
A Mall past its prime. With New Hemisect and Four Fronds luxury locations on the rise, many trolls pass over this old favorite in favor of the newer locations. It still offers troll favorites such as Brawllister and Julius Orangeblood.
[3, 1]: Club Condescension
Its popularity with highbloods and seadwellers caused this to be quite the club prior to the incident; with a new population of highblood stragglers and lowbloods the club has seen better days. It’s usually a ghost town of a building, but the music is always thumping.
[3,2]: Gladiatorial Showground
A huge coliseum meant for grand fights and shows. Layers of posters paper the walls of the arena, promising sweep after sweep the return of the arena. Promises of fights to the death, throngs of lowblood brawls and animal combat emerge from the advertisement – but it looks like these never came to pass.
[3,3]: Hemisect Library
Name since unchanged prior to New Hemisect’s rise, the library reflects the quiet but faintly active atmosphere of Old Hemisect. It’s one of the least-explored libraries on Alternia, and is rumored to have information about Alternia before the Goly’b Goly’b incident locked up somewhere.
[3,4]: Sparse Residences
Unassuming residences now inhabited by stragglers and squatters. There’s clearly no Hiveowner’s Association here to help keep everything neat, tidy and uniform – everywhere weeds and strange scavenged structures pile up in front of each hive like trophies.
[3,5]: Swiftscale Hill
A very tall hill that looks out over the entirety of Old Hemisect City. The remains of the Bloodfest festivities still remain, and if you look hard you may be able to find a discarded sled!
[3,6]: Old Hemisect Opera House
A fine opera house that has remained in relatively good condition over the years. Many a soliloquy and speech has emerged from the stage, and occasionally an ill-advised battle.
East Old Hemisect
[4,1]: Shipwreck
A ship has washed up here on the beach and appears to have been converted into a hive. You have to wonder what kind of nautically-inspired little rascal set up hive here.
[4,2]: Flea Market
For selling all of those unsavory things and trading scavenged goods for scavenged goods. Being next to the Fisherman’s Market gives it a fair bit of traffic, and on a good market day you’re sure to leave with an interesting knick-knack or two.
[4,3]: City Hall
The leaders of Old Hemisect are a rather uncaring bunch – though most would blame their mental state on the rather unfortunate incident that has left permanent scars on the landscape and its residents. They’re so infrequently heard of or seen that most trolls aren’t aware that there’s anyone in the city helping to run it (beyond the queen, of course).
[4,4]: Rail Station
The most up-to-date location in Old Hemisect, the Military makes sure that transportation to and from the city is safe, quick, and free of bumps. The railway and highways running into Old Hemisect contrast the rest of it – they’re fully idealized and functional.
[4,5]: Four Fronds Highway
There’s a huge detour here where the double-decker highway has collapsed in on itself. It would be a good place to make shelter on a good day.
[4,6]: Construction Pit
An enormous pit that contains much of the demolished garbage and detritus from the reconstruction process. In a classic Alternian “out of sight out of mind” idea, it’s grown to cover quite the amount of ground over the sweeps. A winding path surrounds the pit.
[5,1]: Harbor
The southern harbor is a very busy one – taking in trade imports from the seas and supporting the fishing industry, it is the passage to the rest of Alternia.
[5,2]: Fisherman’s Market
If you like a good thrown fish, this is the place for you. The reconstruction of Old Hemisect is interrupting the best time of the year for the fishing industry, unfortunately, and the lack of activity reduces the Market to the smell of fish and little else.
[5,3]: Beachfront Wastes
The combination of the sandy environment and partying hard has rendered the environment here to be solely gunky sand and beach grass where there are no buildings.
[5,4]: Bloodfest Stage
A well-known location for any troll who has frequented the seasonal activities of Bloodfest. The buildings surrounding Bloodfest are by far the best constructed.
[5,5]: Serpentine Mansion
A very clean-looking mansion located on the scenic beachfront. Most trolls avoid this hive like the plague – there are rumors that a highblood wanders some nights into the ocean and performs strange dances, pulling unsuspecting trolls into feelings jams and then… Probably killing them. Probably.
[5,6]: Beach Shack
It’s not much, but there’s a shack here right up the coast. It’s very small, and looks just big enough for some sort of ungulate and perhaps a troll. Could this be a hive? Even for a lowblood, it’s rather small.
[6,1]: Abandoned barge
This barge is mostly occupied by seagulls now. You can’t take this from them; they have claimed it. It’s smelly anyway.
[6,2]: Lighthouse
The troll who lives in the lighthouse has been working it since Regina took over as queen – they’re not particularly hospitable, though. Locals often comment that the “BEWARE” signs near the lighthouse aren’t just for the cliffs...
[6,3]: Shipyard Warehouses
Industrial warehouses, as well as storage for ships going out to sea. Seadwellers get a roomy storage unit for their various forms of aquatic travel, while most other landdwellers can rent out storage units. Much of the Harbor’s wares come up to the Warehouses to be carted for export.
[6,4]: Beach Resort
A beach resort that’s – while not as swanky as it used to be – still in vogue with the fortunate climate and location of Old Hemisect.
[6,5] Luxury Docks
Very high-class docks that don’t receive much use any more. There’s hope that after the reconstruction the many yachts and luxury submarines of highbloods will swim again! At least, some trolls hope that. Most trolls don’t care.
[6,6] Bungalows
Little bungalows set up right on the beach. They’re very cute, and are typically used by drifters passing through. Some trolls charge for daily use of the bungalows, and there’s a surprisingly good business for low-key travel in Old Hemisect.
PARTY MEMBERS SKAEYS FALLIN███████████RASALI PANAKA Lirende█████████████seekingCylem LUNEAR REGLOS███████████______ ______ iStoleYurVamps██████████████______███
PARTY STATUS copy and paste this into each of your posts, updating the information as necessary.
[b]Group Progress:[/b] Coordinates Unlocked: [coordinates you’ve unlocked] Defenders on Standby: [number of defenders you’ve rallied] Result of Action: [The result of the action that you rolled for this turn. Don't forget to post in the War Room ASAP if it's applicable!]
Welcome to the Battle for Old Hemisect, Phoenix 1. The mule is intel-savvy enough to have unlocked a coordinate's secrets for you -- don't tell the royalists! Your free coordinate is the Shipyard Warehouses. How lucky for you! It is considered to be unlocked and can be acted upon immediately.
Each troll is refreshed and ready to go with 2 available actions.
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from your stand-by. Defenders must be deployed to a base before they can assault an enemy base.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
Lunear was not a fan of the go 'fight' aspect of everything, so pending actually having to associate with plebs or dirtying his hands Lunear did what he felt was only appropriate.
He took a walk. Away.
Group Progress: Coordinates Unlocked: 6, 3 Defenders on Standby: [number of defenders you’ve rallied] Result of Action: AREAS UNLOCKED! (3, 5) (4, 3)
To be honest, Alifax was a little nervous. He was wandering into what was, well, uncharted territory. That was a little dramatic, wasn't it? But it didn't stop him from wandering, because it was necessary, and because...well, because he wanted to know what rebels looked like. It'd make the Crown like him more, Alifax reminded himself - and that'd make his life more comfortable in turn.
He actually didn't expect anything to be going on at City Hall. It was, after all, a place that'd been central to Old Hemisect City's operations. But the glance of a little kid angrily scribbling the words 'MARIAN SUCKS' on a public building? That...definitely caught Alifax's eye. He carefully took note of the troll's apparent blood color and - well, he couldn't really see the guy's symbol. Horn shape, then, and...the white hair. That was pretty noticeable.
Then he turned tail, and ran the ******** back to the west. He needed to let the girls know, stat.
Group Progress: Coordinates Unlocked: [2,4], [2,3], [2,2], [4,3] Defenders on Standby: 0 Result of Action: unlocked [4,3] HI GUYS
[ Rasali hadn't been paying all that much attention to where her party (namely that one kid who'd just taken the initiative and walked off) had wandered. She'd been too busy darting around, flagging down passers-by and attempting to enlist them in their efforts. Kappadad hopefully was keeping track of where they'd been. It wasn't like he'd done anything else during the course of this whole fiasco.
Rasali slowed to a stop near a large building. It was relatively nice looking compared to the rest of the battered city. That other kid who's name she never got but was following anyway had stopped there as well.
"Hey is that a gerbil!?" Rasali asked loudly, coming up behind Lunear. Those things were all the rage lately! ]
Group Progress: Coordinates Unlocked: (6, 3) (3, 5) (4, 3) Defenders on Standby: 0 + 4 Result of Action: +4 Defenders on Standby!
Taldad had flown him high above the city, his disapproval oozing from every feather. But the corvus knew that he couldn't change his charges mind and thus had acted as a transportation device for Skae. He'd flown him down into an area crowded with rubble and watched as Skae squeezed through to get to where he needed to go. The rustblood eventually popped out of his self-made tunnels somewhere close by the old city hall. Or what remained of it. Biting his lip he looked over the looming structural remains and sucked in a deep breath.
Okay. He could do this.
He slipped tools out of his bag, things he'd flitched from camp and started to fix the place up.
Group Progress: Coordinates Unlocked: [6,3] [3,5] [4,3] Defenders on Standby: -- Result of Action: Base Rebuilt! +13 to Base Fortification
Fixing up the first place had had him constantly checking over his shoulder. It was a terrifying event that had his bloodpusher working extra hard, and just knowing that anyone could probably hear it made it beat all the faster. He couldn't leave the base just yet though, and continued to work on repairing what he could with what little he had.
It was one of the few things he was good at and damned if he wasn't going to give it his all, even though his skin was damp with sweat and he was sure he looked more than a little paranoid.
Group Progress: Coordinates Unlocked: [6,3] [3,5] [4,3] Defenders on Standby: -- Result of Action: Base Fortified by +14!
[ Rasali was more than happy to flit around the area, coercing trolls into joining their merry band of rebels. However, she could hardly complain when the presence of a pretty sweet base in the area aided her in convincing a few more trolls to take up the cause.
...Or maybe they were angling for permission to hide out in their fort. Rasali had her suspicions on that one, but wasn't about to look a gift-horse in the mouth. ]
Group Progress: Coordinates Unlocked: (6, 3) (3, 5) (4, 3) Defenders on Standby: 4 + 3 Result of Action: +3 Defenders to Standby
Posted: Mon Aug 18, 2014 12:10 am
He'd been taking a breaking from the repair work when he first heard the whisper of voices. He froze mid motion, fingerpads digging painfully into sore muscles. Cautiously he lowered his arms and stretched out, dropping soundlessly onto his belly he inched forward until he could peek out from behind the ruined remains of what had once been a support pillar. Or maybe it had been a decorative pillar that had held something up. Either way it was providing excellent cover for him.
There was a small troll (who was he kidding, he was the small one), talking to others trying to convince them to join the rebel camp. Or so he guessed if the gestures towards the City Hall were anything to go by. Eventually three of the trolls peeled off and headed to another area, leaving the other one alone.
Swallowing Skae stood, his knees shaking as he took shuddering breaths. Okay. Okay he could do this. This was a wiggler, a child just like him. The chance that he'd get mauled were smaller than if he were going to talk to an adult troll that wasn't on the same side as he was. He gnawed on the inside of his cheek as he hesitatingly made his way over to the other troll.
"H-hi." He stuttered, voice fading into a series of tiny peeps that basically said 'Oh please, please don't maim me'.
[ Rasali perked up and wheeled around on Skaeys. It was quite the reaction to such a small greeting. Rasali seemed perfectly happy to see him, though. It wasn't hard to classify the newcomer as "not a threat."
"Hi!" Rasali shouted from the steps of City Hall. She bunny-hopped down the steps and scampered up to the new face.
"You must be one of the recruits! I'm Rasali! What's your name!"
Rasali remembered a little too late her recruitment training and how strangers typically didn't enjoy being shouted at--even happy shouting. Rasali blinked owlishly and took a single step back. There we go. ]
Posted: Mon Aug 18, 2014 12:58 am
Skae flinched at the loud welcome, instinctively hunching down to try to make himself look smaller, less interesting and as non-threatening as he could be. He was waayyyy into the negatives on the threatening scale. He flustered and peeped some more and a loud caw told him that Taldad was around somewhere close, keeping an eye on him. That knowledge lent him some comfort and he was able to relax a bit, uncurling slowly.
He raised his eyes from where he'd dropped his gaze (oh look, the ground could use a good cleaning...) to look at the other troll. His gaze was glued to her shirt with her symbol and blood color on prominent display. Yay a greenblood. Hng, at least she was least likely to kill him just because. He licked his lips and noted that she was one step farther than before.
"I-I'm Skaeys. I live here." Skae replied, shoulders still up around his ears as he made a vague gesture that somehow managed to convey what he meant by 'here'. Here as in the city, this wonderful wrecked shadow of its former glory. Not that he knew what the place looked like previously. "Are you...recruiting?" He asked hesitatingly, eyes darting down towards the path that the three trolls had taken, before settling back on Rasali.
It's a new day! Not much conflict has broken out, save for some guerilla-style destruction and rebuilding of bases. The mule feels as though some friendly neutral chaos is in order to keep things interesting!
Presenting, her newest creation: the Balancing Lever Used to Engage Surprise Happenstances, Equalizing Luckless Long Shots! With a flick of this lever, who knows what will happen?
Today's Happenstance: A mysterious troll has been dropping hints to juicy locations over rebel radio-waves. Your free coordinate is Club Condescension.
Each troll is refreshed and ready to go with 2 available actions.
Refreshers: POSSIBLE ACTIONS ARE:
Build: Roll 1D6 to build on a coordinate that you have unlocked – the roll result determines the durability of the base. You can also build on friendly bases to add durability, up to a maximum of 30 durability. You cannot build on a coordinate that already has an enemy base on it. Trolls with training in Construction get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Rally: Roll 1D6 to organize defenders, which can be assigned to any coordinate you have unlocked. The roll result determines the amount of defenders you have rallied. Defenders will be on stand-by until you mobilize them. Defenders are the second level of defense that can be assigned to protect a base. You must use defenders to take out defenders if you want to demolish an enemy base! Trolls with training in Recruiting get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6 Demolish: Roll 1D6 to destroy a base on a coordinate that you have unlocked – the roll result determines the amount of damage done to the durability of the base. At 0 durability, the base is destroyed. You cannot demolish a base with defenders assigned to it. Trolls with training in Demolition get a bonus to their roll: Apprentice: Roll 2D6 Journeytroll: Roll 3D6 Master: Roll 4D6 Grandmaster: Roll 5D6
Intelligence: Roll a new coordinate (2D6). If you roll a coordinate you have already unlocked, the roll is wasted. Trolls with training in Intelligence get a bonus to their rolls: Apprentice: Roll 2 new coordinates (4D6) Journeytroll: Roll 2 new coordinates (4D6); if at least 1 of the coordinates is not unique, re-roll 2D6 until a new coordinate has been unlocked. Master: Journeytroll effect OR select one new coordinate from another team and unlock it. You must post with roleplay in your own thread and the other team’s thread for this to take effect. Grandmaster: Journeytroll effect OR Master effect OR… Roll 1 coordinate (2D6). If your allies control the coordinate rolled: add 5 durability and 5 defenders to that coordinate (may surpass the maximum durability/defender limit by 5). If your opponents control the coordinate rolled: it loses 5 durability and 5 recruits (does not apply if the numbers would decrease past 0). You additionally unlock the coordinate.
Mobilize: Choose one of two options: 1. Send defenders from your stand-by or a friendly-base you control to any friendly-base on a coordinate that you have unlocked. 2. Assault an enemy-controlled coordinate that you have unlocked using defenders from your stand-by. Defenders must be deployed to a base before they can assault an enemy base.
POST IN THE WAR ROOM THREAD IF:
You build a new base on a coordinate You reinforce a friendly base You assign defenders to a base You assault a base You do damage to a base You destroy a base You use the Grandmaster Intelligence perk to affect a base
Jumping when he was adressed, Lunear stared at the troll who asked about his little Marian. Who was the perfect gerbil. The best actually. "Uh- yeah but um, shhhh." Said gerbil peeked out from Lunear's hands to make tiny happy chirps at the new visitor. Friend? Friend!
"She is very well behaved, though when I brought her I didn't expect to bring her into a fight." His other gerbil, Gabiel poked his head from the other pocket. "He just hides." At this remark, said shy gerbil went back to attempting to bury himself in pockets.
Noting how the lowbloods were interacting, Lunear grinned. Maybe.. they wouldn't mind letting him lead? Possibly, even if it WAS his right. Kind of. He kind of just agreed with the rebels in some ways but not all of them. "If you two will excuse me. This place looks... somewhat secure for now so I will move towards working at our former location?"
Returning to the place of his team's origins, Lunear kept up appearances and actually worked.
Group Progress: Coordinates Unlocked: (6, 3) (3, 5) (4, 3) (3, 1) Defenders on Standby: 7 Result of Action: BASE BUILT! (6,3)
A new location gotten via even more secret intel than him, Lunear wandered to check it out. Seeing no one had claimed it- He began to haphazardly build. The more locations the Rebels had the better right?
Group Progress: Coordinates Unlocked: (6, 3) (3, 5) (4, 3) (3, 1) Defenders on Standby: 7 Result of Action: BASE BUILT! (3, 1)