The Archer's Quest Chapter 12: Fangs in Paradise
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City of IF -> The Archer's Quest
What do you do?
Sneak up and listen to what they're saying
28%
 28%  [ 2 ]
Walk up openly and join the conversation
42%
 42%  [ 3 ]
Leave and look for the Makers on your own
28%
 28%  [ 2 ]
Total Votes : 7
Who Voted: Adalia, D-Lotus, Lilith, LordoftheNight, Mother Goose, Tipico, Traveller


#1: The Archer's Quest Chapter 12: Fangs in Paradise Author: KeyLocation: The Royal Palace PostPosted: Sun May 18, 2008 10:56 pm
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The next chapter of the featured storygame "The Archer's Quest" has been posted:

Chapter 12: Fangs in Paradise

Posting and voting are complete for Chapter 12.

This is the latest story in the Wheel saga, and a sequel to the novella "The Archer's Flight". Welcome to Wheel fans and to newcomers! A new chapter will be posted every Sunday night.

For more about the storygame, see the New Players Start Here topic in this forum.


Last edited by Key on Sun Jun 15, 2008 7:08 pm; edited 2 times in total

#2:  Author: LilithLocation: Happily curled up in a Daemon's lap PostPosted: Mon May 19, 2008 5:06 am
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Sneak up on them quietly and see what Laran is saying.... then get Merope alone again... It would be in your best interest to stay on her side at the moment because she has the information you need for the other eight Makers. If you only get the three she's told you of, then one, the serpents would be against you, and two they can get twice your numbers even if you find the three she's told you of.

#3:  Author: D-LotusLocation: Hollywood, USA PostPosted: Mon May 19, 2008 4:08 pm
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Hmm. Interesting. I like the first sentence in this chapter, btw.

Well, it's not as if Deica can't escape at any other moment; after all, Merope hasn't really prohibited her from leaving. And it's unlikely she will escape detection from the wolves, so I think she should walk up to Merope and Laran. If you are her daughter, and she wishes you to help her, then you must have the right to know of her plans. If she mistrusts you, then that is a sign that you should mistrust her.

#4:  Author: KeyLocation: The Royal Palace PostPosted: Wed May 21, 2008 7:49 pm
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Thanks for the comments...I'll leave this up a few more days.

Any other suggestions?

Smile

#5:  Author: TravellerLocation: Whitby, Ontario PostPosted: Thu May 22, 2008 8:08 am
    —
I think she should just walk out into the open and confront them...tell them it is time for answers...hopefully she will get some...T.

#6:  Author: KeyLocation: The Royal Palace PostPosted: Sat May 24, 2008 11:56 pm
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OK, we've got

Sneak up and listen
Walk up openly

as two suggestions. Anything more before we start voting?

#7:  Author: Mother GooseLocation: Connecticut PostPosted: Sun May 25, 2008 5:48 am
    —
Which three Maker birthplaces does Deica know? She has had experience, good and bad, with some of the races besides the centaurs, and that may affect her decision as to whether to leave this scene and seek them out. The Bullroar who gave her Alethra, for instance, was very good to her.

But as for an option, I think going off to look for one or more of the other Makers, now that she has a clue about where she might find them, would be very attractive to her - getting away from the misbegotten wolves, and finding other beings like herself, her "sisters" and "brothers".

#8:  Author: KeyLocation: The Royal Palace PostPosted: Sun May 25, 2008 9:59 am
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The three Maker birthplaces that Merope told her are in the Goatfoot Forest, the Virgin Wood, and the land of Zigoz. Deica had pretty negative experiences with both a Goatfoot (a satyr) and a Virgin (a unicorn) in the city of Kerigos, where they were both priests of a temple that wanted to sacrifice her. She's had no experience with Zigots.

Thanks, Mom Wink

#9:  Author: D-LotusLocation: Hollywood, USA PostPosted: Sun May 25, 2008 10:39 am
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Quote:
Thanks, Mom


Mother Goose is Key's mother? Shocked I had no clue...

#10:  Author: Mother GooseLocation: Connecticut PostPosted: Mon May 26, 2008 9:19 am
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Told you I was ancient! You may address me as "Your Majesty", and genuflection on one knee is sufficient.

Sorry, Off Topic

#11:  Author: Tipico PostPosted: Mon May 26, 2008 9:46 am
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i've joined a bit late but i love your story the world is amazingly well sculpted. you got talent.

#12:  Author: KeyLocation: The Royal Palace PostPosted: Mon May 26, 2008 10:56 am
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Hey, thanks Tipico Very Happy

Welcome to the City of IF.

Smile

#13:  Author: KeyLocation: The Royal Palace PostPosted: Mon May 26, 2008 9:43 pm
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Poll's up!

#14:  Author: Mother GooseLocation: Connecticut PostPosted: Tue May 27, 2008 7:26 am
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Certainly Deica would not want to go to the Twins' country - her experience with them was terrible!

But the Virgin she encountered was a much more ambiguous figure. He was, as I remember it, awe-inspiring, with mysterious powers, and as he examined Deica, suddenly rushed away (in what? fear? amazement? horror?), leaving Deica to walk away unharmed. She might be curious to find her counterpart who had grown up with these beings, with their strange wisdom. Also their form is similar to that of the centaurs she grew up with.

The serpents talk a good game, but their army and its general don't inspire confidence in their benevolence, and Deica might want to get another viewpoint.

#15:  Author: Tipico PostPosted: Tue May 27, 2008 10:46 am
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(i mad it a tie =( sorry.

#16:  Author: KeyLocation: The Royal Palace PostPosted: Thu May 29, 2008 3:58 pm
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Looking for a tie-breaker...

#17:  Author: Tipico PostPosted: Fri May 30, 2008 2:18 am
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if ya want ill revoke mine vote and cast it as 'leave and look for the makers on her own'

#18:  Author: TravellerLocation: Whitby, Ontario PostPosted: Fri May 30, 2008 9:22 am
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Ahhh...the feeling of power...I broke the tie...its me...all me...bwahahahahahaha!!

#19:  Author: KeyLocation: The Royal Palace PostPosted: Fri May 30, 2008 9:45 pm
    —
Thanks for the tie-break, Traveller.

The decision is to walk up openly. New chapter up Sunday.

Smile



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