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 ODETTE CYGNET███████████VREMEA EVERAI Kimbley Kitty█████████████quite uneventful MILIEU AOJIRO███████████______ ______ Magician Arcana██████████████______███
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, Totally Spies. 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 Rail Station. 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
ODETTE is GATHERING INTEL! She has Journeytroll-level training in intelligence and rolls 4D6! (1 more action today)
Odette knew her place. She knew what she was good at.
Running.
Sure, the Rail Station was a wonderful place to make a base, but she knew very well that the royalists wanted it. It was crucial to their movement throughout Old Hemisect. They could do their best to hold their ground at such a valuable point, but spreading out was a smarter option. At least, if they were concerned with their lives.
Group Progress: Coordinates Unlocked: Rail Station, Serpentine Mansion, Bloodfest Stage (4,4 5,4, 5,5) Defenders on Standby: - Result of Action: Unlocked coordinates Serpentine Mansion and Bloodfest Stage! (5,4 + 5,5)
Vremea was decked out in battle armor when she heard the message on the radio.
Okay, not really battle armor. More a slightly picked up skirt with something covering her face and blood color slightly, along with her bow pulling her long hair into a ponytail to keep it away from her face. While she analyzed the area, the rebel yellowblood pulled up her walkie talkie and pressed the button, rubbing her nose slightly as she flitted around the area, searching for people to help.
"Yellow Yak to Red Swan, over," Vremea said into the walkie talkie lightheartedly, then stopped and pushed her hair away from her face. They had created the names because, well, why not!?! This was a serious operation, why not make it a little less serious with codenames. They were cute after all, pssh. "Red Swan, make your way over to the HQ and make us a base, please. I'll work on getting us some defenders. Teal Owl, what would you like to do?" She asked, waving happily at two trolls she had advertised to in the beginning and managed to convince them to join her to defend the bases they created, giving them a slip of paper to wait in this location and wait for futher orders.
Group Progress: Coordinates Unlocked: [4,4], [5,4], [5,5] Defenders on Standby: 2 Result of Action: Vremea rallied 2 defenders and has placed them on standby!
ODETTE is BUILDING! She has absolutely no training in construction and rolls 1D6! (Done for today)
"Red Swan to Yellow Yak, uh, over," Odette responded nervously into the walkie-talkie. She'd have to get used to this whole code name thing. They felt a little out of place, but they made her feel better amidst the uncertainty of this battle.
She wondered how Vremea was doing back at the rebel base. It was tough being out in the field alone like this, but Odette felt better knowing the rest of her team was out of harm's way. She'd try to do her best as the team scout.
"I'll get right on that base," she replied. Good listener, as always. There wasn't a lot of material to build a new base here, as the rail station was in pretty good shape. But she could improvise, she was good at that.
Gathering what she could, Odette built a watchtower on top of the main building. From up there, she could scout for miles out, which would probably come in handy for later scouting missions.
Group Progress: Coordinates Unlocked: [4,4] [5,4] [5,5] Defenders on Standby: 2 Result of Action: Built Base of 6 strength at the Rail Station! [4,4]
Milieu felt relieved when Owl Mom returned to her side. The large owl lusus was angry, but not enough to let her little baby die. Smiling in relief, Mili felt stronger. It was time to fight.
Speaking on a walkie talkie was impossible, so instead Mili used morose code. During the preparations, the little troll had been surprisingly absent. The director of the intelligence program noticed Mili's lack of communication and introduced her to something truly amazing. Morose Code. So the time spent from others, while it harmed her overall functionality with help, allowed her to communicate.
Arriving at the rail station, Mili began to work on fortifying the base. Not much could be done beyond what Odette had made! They simply didn't have the tools available. Sighing angrily, she shook her head and kept making the best of a bad situation.
Group Progress: Coordinates Unlocked: [4,4] [5,4] [5,5] Defenders on Standby: 2 Result of Action: Fortifying the Base at Rail Station [4,4] +1 (Currently 7 def).
"Good. And please, you two, be careful. If anything happens, do not hesitate to call for me, alright? Uhm, over." She stated, feeling a bit like she was abusing them, considering she was a teen and was making kids do manual labor while she just walked around like an advertisement Vremea took a second to understand what Milieu was saying, but after analyzing it well, she managed to understand. It had taken her a few days to get the hang of the taps and thumps, and many creative ways to learn what she was saying, but soon enough, the yellowblood bean to understand.
With a blink, Vremea thought for a second before letting out a small 'ah.' "Teal Owl, would you do me the favor of bringing the two trolls I asked to help guard over to the base? We could use the defense. Over." From afar, she spotted someone she recognized before jogging up to them and persuading them to join the team. He even said he'd tell two friends. She appointed them at the same spot, then rubbed her neck. "Ah, scratch that, I managed to get three more trolls to help out. They should all be meeting you infront of the base." Vremea stated, shaking out her hair and looking for more trolls to convince.
Group Progress: Coordinates Unlocked: [4,4], [5,4], [5,5] Defenders on Standby: 5 Result of Action: Vremea rallied 3 defenders and has placed them on standby!
Posted: Sun Aug 17, 2014 10:08 pm
Mili took a deep breath and started to write swiftly on the board before her. It was intricate plants on what they needed to do to defend their area. It was going ot be hard, Teal Owl knew, but she wasn't going down with one hell of a fight.
The friends they recruited nodded solemnly and filled the semi-sturdy base as best they could. Mili worried her lower lip and pressed talk on the walkie-talkie.
Group Progress: Coordinates Unlockd: [4,4], [5,4], [5,5] Defenders on Standby: 0 Result of Action: 5 defenders have been placed at the ready at base [4,4]
Odette listened carefully to the morse code. She hadn't studied it like the other two had, and instead focused her efforts on gathering intel before the fighting. She was pretty sure that Mili wasn't talking trash about hoofbeasts' mothers so she assumed it was about meeting at base.
"Uh, this is Red Swan to Teal Owl and Yellow Yak," she replied. "So sorry if I misheard you, but uh, do you want to meet up at base?" A twinge of guilt twisted in Odette's blood pusher. She felt bad for not taking the same time to learn to listen to her new friend.
She'd find a way to make it up to her. For now, though, she was sure her friends were tired and hungry. She made sure the new defenders were comfortable around the perimeter and made her way into the base.
Posted: Mon Aug 18, 2014 11:09 am
After hearing Milieu's suggestion of meeting up, the yellowblood thought for a second before nodding to herself-- they were tired, yes, and meeting would be nice. It'd also give Vremea the chance to check if they were seriously alright, because she couldn't have those kids getting hurt ANYWHERE. Knowing them, if they did get hurt, they probably wouldn't tell her!
Hearing Odette's young voice pulled Vremea out of her daze, and soon enough heard her question. Oh yeah, Odette had been focusing on her skills, she hadn't learnt the language as well. That just left her to translate for her, then. "Yes, that is exactly what Teal Owl said, good job Red Swan!" She felt a little happy that Milieu had a way to finally broadcast her voice in a way, and if there were any covert operations, using that code would be way more convenient than speaking. "I agree with Teal Owl, we should meet up. I will be at the base waiting for both of your returns."
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 the Beach Resort.
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
zeflamigo rolled 1 6-sided dice:
1Total: 1 (1-6)
Posted: Mon Aug 18, 2014 1:11 pm
Even though she was scared of the events to come, Odette slept well last night. The rebels had served out some hopbeast stew and it was quite lovely. It filled Odette's stomach well and made her feel warm all over. Amidst her new friends in the sleeping tent she felt safe. But as soon as the sun went down, Odette rushed back into the fray. She didn't want to wake her peaceful sleeping friends, so she set out on her own to get work done.
Nobody built on the coordinates she discovered, and it surprised her. She quickly set up to build on the Bloodfest stage. That was a fun event, she remembered. The balloon fights, the fishing, the sandcastles! She really gave it her all that day. She wanted to make other lowbloods proud of themselves. It didn't work out, but nothing really ever worked out for her, did it?
She built a little base on the stage. Maybe it wasn't the best place to build. It was in an open space, prone to attack, no real defenses or materials... Well, she was to far into it now to stop. She had to keep working.
Group Progress: Coordinates Unlocked: [4,4] [5,4] [5,5] [6,4] Defenders on Standby: 0 Result of Action: Built base of 1 durability on [5,4].
zeflamigo
Interstellar Astronaut
Offline
zeflamigo rolled 1 6-sided dice:
1Total: 1 (1-6)
zeflamigo
Interstellar Astronaut
Offline
Posted: Mon Aug 18, 2014 1:27 pm
This was so awful. There was really nothing to work with here. Ashamed, she contacted Vremea, assuming she would be awake by now. Quite some time had passed while Odette was working after all.
With a sigh, she pressed the talk button. "Red Swan to Yellow Yak," she said. "I've built a base in... uh... quadrant [5,4]. Sorry it's uh... a little... rough around the edges. We could use some troops to defend the area if that's okay." She took her finger off the button for a moment and panicked slightly for forgetting to say "over".
"S-sorry Vremmy— I mean Yellow Yak! I forgot to say over... uh, over."
Group Progress: Coordinates Unlocked: [4,4] [5,4] [5,5] [6,4] Defenders on Standby: 0 Result of Action: Fortified [5,4] by 1, durability increased to 2.
After the comfortable morning they had, Vremea woke up early next night and spent it looking for new people to recruit. She pulled up her best smile and managed to get 8 people to listen to her-- wow, she was really getting better! With a natural smile she sent them to their main base, on standby until further notice. Hearing a small crackle on the walkie talky, Vremea pulled it out and heard Odette's soft voice. Listening until she finished, Vremea instantly contacted her. "Yellow Yak to Red Swan," She started, pushing a strand of her hair away from her face-- "I will send a few others over in a few minutes. I will try to get more trolls to defend our base, but until then, maybe go investigate the other coordinate? Perhaps no one has built anything there, over." Vremea stated then smiled a little a her words at the end. "Do not worry, Red Swan. You do not need to say it if you do not want to, but it would help us to distinguish when you finish saying something." Ah, she had almost forgotten! "I have rounded up eight more trolls, they are on standby until further notice. Um, over."
Group Progress: Coordinates Unlocked: [4,4] [5,4] [5,5] [6,4] Defenders on Standby: 8 Result of Action: Vremea rallied 8 defenders and has placed them on standby!
After Vremea sent that message, she spent her time rallying up more trolls and sending them over to the standby area. She felt a little proud of herself-- she had managed to scrounge up 15 people to help them out, which was an achievement in itself! With a smile, she directed them to the standby area and kept going!
Group Progress: Coordinates Unlocked: [4,4] [5,4] [5,5] [6,4] Defenders on Standby: 15 Result of Action: Vremea rallied 7 defenders and has placed them on standby!