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"...Okay. And instead of being in a forest I could be in a desert, or the land of mysterious winter?"

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"There are lots of biomes in the world for you to explore. Even the ocean is a biome!"

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"Okay. Biomes. Sure. What an exciting educational adventure this place is."

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Dylan smiles at her. "My name is Dylan. I am your guide."

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"You're creepy and frequently unhelpful but I guess you're not completely useless."

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"I am here to help."

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"...Do you have a mind which you just keep somewhere other than your body? It's hard to tell."

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Silence.

Then there's a yelling. Not from the guide. From the merchant. It's just barely audible.

"Sable, is it? I've heard good things, friend!"
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...Sable looks at the guide.

She looks at the wall his house shares with the merchant's.

She looks at the guide again.

"Do you share a mind which you keep outside of your bodies?"
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"The last guy who was here left some junk... er I mean... treasures!" calls the merchant.

"There are many different ways you can attract people to move in to our town," says the guide.
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"...I didn't catch that, I don't think. Unless you're just demonstrating how well you can coordinate your creepy mindless people. But - wait - were there actually other people here before me? ...Did they die? They died, didn't they."

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"You should stay indoors at night. It is very dangerous to be wandering around in the dark," says Dylan.

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"Eeeegh," shudders Sable.

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"I am here to give you advice on what to do next. It is recommended that you talk with me anytime you get stuck. You should focus on gathering more heart crystals to increase your maximum life."

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"You're really keen on this heart crystals thing, aren't you. Platinum and heart crystals, got it. And... more houses for more creepy mindless people? Is that important too?"

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"If you combine," begins the guide, and he lowers his voice to a mumble, but it's hard to hear over the merchant yelling, "- will tell tales -" but that's all that can be heard from the merchant.

The guide has to finish mumbling his sentence, and he starts mumbling another one, "Is there something I can help you with."
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"...Clever," says Sable. "Got it. And apparently one of the creepy mindless people can help me deal with that corruption stuff, too."

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"The ebonstone in the corruption can be purified using some powder from a dryad, or it can be destroyed with explosives," agrees Dylan.

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"I guess I'll go build a lot of houses."

She expands the pair of houses into a row, each unit big enough to contain a chair, a table, and a light source, and each unit with a single door. She stops at ten, because the sun is getting low, and goes to bed rather than deal with zombies.

In the morning she visits Dylan again.
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"Greetings, Sable. For a nurse to move in, you might want to increase your maximum life."

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"I'll get around to it eventually. I'm concerned about cave exploration safety."

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Pause. It's likely the whatever-it-is that controls the dialogue is thinking.

"Combine wood and gel to make a torch," he provides, slowly. "You need to make better armor."

From the merchant: "Better buy some more healing potions!"
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"Okay..."

She goes next door (unblocking it in the process) and peeps in at the merchant. "You're not going to chase me again, are you?"
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"The sun is high, but my prices are not."

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"I'll take that as a no. What if I steal all your stuff again?"

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