Zion: Light of the New Moon Part 2, Ch3.0

Story by comidacomida on SoFurry

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Zion - Light of the New Moon, Part 2 Chapter 3.0

Welcome back to Zion: Light of the New Moon. We've completed chapter two, which means we're on to Chapter 3! (Math is great like that!). This means, of course, that it is time for another vote!

Readers may contribute fan art/stories until midnight (PST) on Sunday the 8th. The contributions should be linked in comments below. Any contribution may be dedicated to a group (to add +1 Luck or Favor). No Group may benefit from more than 1 Luck and/or 5 Favor via this post for contributions. Contributions may also be credited to a specific character (for +1 experience).

A contributing reader may apply a bonus to their own character a maximum of two times (one picture and one written piece), but may contribute as many as they wish to others. A character may not gain more than 5 experience in this way via this post for contributions. Alternately, a contributing reader may elect to have their contribution add a +1 Willpower instead of +1 Experience. This may be quite useful for some.

The groups will not expend any favor or luck from chapter 2 other than what they were charged for their decisions-- this is past the first milestone after all, and doesn't follow ALL the same guidelines as the first part of our story.

The current breakdown of resources and modifiers are as follows: Bannihar has 5 Luck and 5 Favor. They are at 3 Delay and 0 Danger. Elias has 2 Major Fatigue remaining after all applicable restoration. He may spend 1 willpower to reduce it. Kayte has 4 Major Fatigue remaining and will spend 2 Willpower to reduce that to 2. Elias is in danger with low willpower (he only has 1 remaining). Elesin isin danger with low willpower (she only has 4 remaining).

Doen has 6 Luck and 10 Favor. They are at 3 Delay and 0 Danger. Rust has 1 Major Fatigue remaining after all applicable restoration. he may spend 1 willpower to remove it. Dillan still has 1 point of Lethal Wounds after all applicable restoration. Zachary still has 1 point of Lethal Wounds and 2 Major Fatigue after all applicable restoration. He spends 1 willpower to reduce his Fatigue by 1. Jasper is in danger with low willpower (he only has 4 remaining).

Myre has 8 Luck and 12 Favor. They are at 4 Delay and 2 Danger. All is well for the Myrenese!

Myrh has 4 Luck and 6 Favor. They are at 2 Delay and 0 Danger. All is well for the Myrheans!

Shrad has 7 Luck and 7 Favor. They are at 1 Delay and 0 Danger. Loric has 2 Major Fatigue remaining after all applicable restoration. He may spend up to 2 Willpower to remove them. Shadow has 1 Major Fatigue remaining after all applicable rstoration. He may spend a Willpower to remove it. Loric is in danger with low willpower (he only has 4 remaining).

All readers may now vote for which group they think should receive a bonus Favor point. (This will be on top of any bonus the group receives as part of the pay-out on Chapter 2). You may vote for any group you like for any reason you like (even your own if you're a Contributing Reader), but only one group will receive the bonus, and you may only vote once (not once per site).

Non-Contributing readers also have the opportunity to vote on the character they think should receive a bonus experience point. Every reader may vote on any group in which they don't have a contributed character. You may vote for each group (that is, you can vote five times, once for each group!). One character per group will receive this bonus, but only if they receive at least 3 votes (this means that a lack of votes won't benefit anyone). All characters receive 5 exp regardless.

The next set of Event Arcs are now votable again to contribute to the storyline for the various five groups. You may vote for which group gets what Event Arc but, if you are a contributing reader you may NOT place a vote for a group in which you have a character; you may only vote for other groups. The options are as follows:

A Wave of Crimsmon The party is attacked by an enormous hunting pack of Blood Beasts. Why are they gathering in such large groups? Why is it they're all attacking at once? Most importantly: how will the party survive? Challenge: Combat Success: - Danger, + Willpower, + Treasure, special Failure: -- Luck, - Willpower, ++ Danger Story Seeds: + Earth, + New Moon, +++ Wild Modifier: Readers will be presented opportunities for tactical input that may increase or decrease the difficulty of the resulting combat, and the investigation (and possibly more combat) thereafter.

Unveiled Every group on its way to Zion has someone interested in either its progress or someone within the group. It's at this time that they make themselves known and, for better or for worse, "interesting" things result. Challenge: Combat Success: - Danger, + Luck, Special Failure: - Luck, - Willpower, + Delay, ++ Danger Story Seeds: + Sun, + Earth, ++ New Moon, - Wild Modifier: Different groups have different possibilities of events (Banniharians finds out more about Dana, the Doenians are found by pursuers, the Myrenese group find out a little more than what was planned about these Death's Mist attacks, the strange lady presents herself before the Myrheans, and the Shradians... well... let's just say it'd be 'interesting').

Moonhorne The party unexpectedly encounters Moonhorne, quite likely the only unicorn left in the lands. How he's survived so long and how he's managed to overcome the Elven Curse may be pivotal to finding an end to it. Much can be learned... if the party helps him defeat 'the great evil' threatening his protectorate. Challenge: Combat/Skill Success: subject to change, and possibly interchangable with Failure. Failure: subject to change, and possibly interchangable with Success. Story Seeds: + Earth, ++ New Moon, ++ Wild Modifier: a series of subquests and objectives will be presented to the party that receives this one, creating the possibility for failure even if successful or success even in failure, or marginal results.

Measured in Minutes The Wild Lands alone are difficult enough to survive... the party discovers this after being forced to make a detour across a particularly lethal section of wastelands. How can they hope to survive for days when survival is measured in minutes? Challenge: Skill Success: + Favor, + Willpower, - Delay, - Luck Failure: -- Luck, - Willpower, + Delay, + Danger Story Seeds: +++ Wild Modifier: Consistent Skill + Survival rolls will be used to modify the group's ability to get through unharmed-- failed rolls result in injuries per character and if no character succeeds at a roll in any given post the party automatically fails this event arc.

The Greatest Fear Torments are a very real and present danger in the Wild Lands. The party that receives this event arc is placed right in the path of one. It isn't a matter of being able to avoid it... at this point it's about getting into a position where it will cause the least damage, which is not a pleasant prospect. Challenge: Skill Success: +++ Luck, + Willpower, + Experience, special Failure: - Luck, - Willpower, + Delay Story Seeds: + Earth, ++ Wild, + New Moon, - Sun Modifier: This option WILL result in the death of at least 1 character... but also has the capacity to provide a great amount of insight if the party survives in the form of the "special" provision given.

Come, Sit a Spell An incredibly powerful magic user is traveling on the road. Although not specifically anti-social, the magus has no great interest in providing aid or instruction to the group, but with some successful discussion that might be subject to change! Challenge: Presence Success: + Willpower, + Treasure, ++ Experience Failure: - Luck, - Favor, - Willpower, + Danger, + Delay Story Seeds: - Sun, + Earth, - New Moon, - Wild, + Serpent Modifier: Depending on the outcome of the rolls it may be possible that characters capable of magic use can be gifted with a bonus to a Magic sub-trait of their choice, or non-magic users may end up... 'damaged'.

So now's your chance to vote for what Story Arc should go to which group. If you're not a contributing reader you have even more power-- make use of it! Votes must be posted before midnight (PST) on Thursday, January 5th. You are now welcome to ask questions and/or start your contributions!