Fleme
Obey the Kitty!
- Joined
- Oct 15, 2003
- Messages
- 1,205
I did not specify earlier, but items are "bound" to heroes unless they are consumables; Meaning that when a hero receives an items, it is his and his alone unless otherwise specified. I had not said anything about this (I think?) but I'll restore the boots on Gryndane now.
On to the game:
Telyhohn:
Howling in the Night
Fizziks:
N'zesh:
I'd like to remind you that N'zesh cannot enter the desert so if you want to use him for the quest Fizziks gave, you will have to look for alternate routes - they are there if you look hard enough. Additionally, I'll remind you again about your adaptive trait and whether or not you want to change Cha to something else - the swap is upcoming. As far as additional quests go, you have the explorer council mandate to make contact with foreign civs, explore the surrondings and also the Merchants of the Crescent Isles quest.
Jarrema just played
Old_Lion up
AntiTwelve on deck
Questions? Hopefully there's going to be at least some discussion about the quests!
On to the game:
Telyhohn:
Spoiler :
It is with great pride and joy that the Explorer Council grant Gryndane the rank of Guardian of the Austrin. With the rank comes great responsibility and command of the Austrin homeland defense.
The rank of Sergeant has been granted, and you are now able to lead an additional unit into combat. Furthermore, you now have a hunting Rock Raven to help you both explore and fight the perils that threaten the Austrin nation. New troubles are stirring as we speak, and we cannot be off guard, Champion.


The rank of Sergeant has been granted, and you are now able to lead an additional unit into combat. Furthermore, you now have a hunting Rock Raven to help you both explore and fight the perils that threaten the Austrin nation. New troubles are stirring as we speak, and we cannot be off guard, Champion.
Howling in the Night
Spoiler :
It would seem that the presumed Alpha Werewolf was simply a greater werewolf and not the source - or alternatively that it's offspring have gathered to avenge it but either way, the werewolf terror is escalating.
There is howling coming from the eastern hills and it is sightings of rabid werewolves and wolves have been made. Perhaps the emblem of the Lukos family on the Heart Amulet found on the Alpha bears some clue to what might be behind the terrors; Lukos was the governor of Foxford and his citadel overlooks the ruins. Further investigation is in order.
Furthermore, something needs to be done to the ruins of Foxford and the explorer council is offering various approaches to the subject:
Quest: You need to resolve what to do with the ruins of Foxford and you need to do it fast.
1: Bring Brother Tancred to visit and sanctify the ruins to let the spirits of the villagers rest. Furthermore, enlist Tancred's assistance in fighting the unholy beasts
2: Approach the keep and try to establish contact with whoever is in charge of the Werewolf and try to negotiate a treaty of mutual non-aggression.
3: Dispose of the unholy creatures with the only method that works with them, cold steel.
Rewards or results will be posted according to the approach you choose.
What will you do? There are sightings of werewolves roaming in the east and they will surely become more and more aggressive as the situation escalates and they grow stronger.
There is howling coming from the eastern hills and it is sightings of rabid werewolves and wolves have been made. Perhaps the emblem of the Lukos family on the Heart Amulet found on the Alpha bears some clue to what might be behind the terrors; Lukos was the governor of Foxford and his citadel overlooks the ruins. Further investigation is in order.
Furthermore, something needs to be done to the ruins of Foxford and the explorer council is offering various approaches to the subject:
Quest: You need to resolve what to do with the ruins of Foxford and you need to do it fast.
1: Bring Brother Tancred to visit and sanctify the ruins to let the spirits of the villagers rest. Furthermore, enlist Tancred's assistance in fighting the unholy beasts
2: Approach the keep and try to establish contact with whoever is in charge of the Werewolf and try to negotiate a treaty of mutual non-aggression.
3: Dispose of the unholy creatures with the only method that works with them, cold steel.
Rewards or results will be posted according to the approach you choose.
What will you do? There are sightings of werewolves roaming in the east and they will surely become more and more aggressive as the situation escalates and they grow stronger.
Fizziks:
Spoiler :
Zik Fizziks sent another clockwerk to bring a message to Telyhohn for whoever it may concern including the following text:
"Gryndane? I thought we were friends, was I mistaken? My clones left and I have not seen them since and I'm beginning to feel vulnerable here in the edge of the desert. You see, I almost had it all figured out but then you left me at the most inopportune moment - in my folly I did not find it in me to ask you for one more favor, you know?
Anyways, my situation is dire. I've lost contact with Underhome and to make things worse, Dark Iron Dwarves led by Garak Blightanvil have seized control of my only source of copper and I desperately need it back.
I've drawn a sketch that is attached to this message revealing the whereabouts of my mine; It's due west-northwest from my workshop along the mountains, in a valley. Garak's fort, Dun Karagh is nearby and he has posted strong guardsmen at my precious mine.
Now, it has come to my attention that you not only have become a full-fledged guardian but aligned yourself with a Tlacotl? That is fantastic! Surely a pair of powerful heroes like you can help a goblin out.
Q: Destroy the defenders guarding Fizziks' mine.
R: Fizziks' reveals a source of Copper in or near your lands which will be available to you come Bronze Working (your land does not have natural Copper) and you gain control of 2 Fizziks' Braziers guarding the pass. (Fireball defense)
Oh and before I forget; once those clones of mine have completed the road, have them stop by for some "enhancements", I figured how to make them more effective.
"Gryndane? I thought we were friends, was I mistaken? My clones left and I have not seen them since and I'm beginning to feel vulnerable here in the edge of the desert. You see, I almost had it all figured out but then you left me at the most inopportune moment - in my folly I did not find it in me to ask you for one more favor, you know?
Anyways, my situation is dire. I've lost contact with Underhome and to make things worse, Dark Iron Dwarves led by Garak Blightanvil have seized control of my only source of copper and I desperately need it back.
I've drawn a sketch that is attached to this message revealing the whereabouts of my mine; It's due west-northwest from my workshop along the mountains, in a valley. Garak's fort, Dun Karagh is nearby and he has posted strong guardsmen at my precious mine.
Now, it has come to my attention that you not only have become a full-fledged guardian but aligned yourself with a Tlacotl? That is fantastic! Surely a pair of powerful heroes like you can help a goblin out.
Q: Destroy the defenders guarding Fizziks' mine.
R: Fizziks' reveals a source of Copper in or near your lands which will be available to you come Bronze Working (your land does not have natural Copper) and you gain control of 2 Fizziks' Braziers guarding the pass. (Fireball defense)
Oh and before I forget; once those clones of mine have completed the road, have them stop by for some "enhancements", I figured how to make them more effective.
N'zesh:
Spoiler :
Hssssss..... Your honor bound you to assssissst me in my quessst againssst thossse falssse godsss and here we are while that vile forge sstill ssstandsss. I urge you, lend me a warrior of your people and let ussss go dessstroy that forge. If you refussse, I will make you regret the day you were born, warmblood.
Q: Dispatch N'zesh and a pillage-capable unit (warrior) to destroy the forge as soon as possible or face the consequences.
Q: Dispatch N'zesh and a pillage-capable unit (warrior) to destroy the forge as soon as possible or face the consequences.
I'd like to remind you that N'zesh cannot enter the desert so if you want to use him for the quest Fizziks gave, you will have to look for alternate routes - they are there if you look hard enough. Additionally, I'll remind you again about your adaptive trait and whether or not you want to change Cha to something else - the swap is upcoming. As far as additional quests go, you have the explorer council mandate to make contact with foreign civs, explore the surrondings and also the Merchants of the Crescent Isles quest.
Jarrema just played
Old_Lion up
AntiTwelve on deck
Questions? Hopefully there's going to be at least some discussion about the quests!