Intrigue of Magic

After much diliberation we have found that, unless Karma's Dagger has something good to offer, like trained battle mages and training for our wizards (;)), sending soldiers to fight on their behalf would not be worth the effort. If they do, then come forward. If they do not, well then, fortune does not favor the bankrupt and nor do we.


"Adventurers," Herlifur scoffs, "Treasure-hunting opportunists. We would be better-served by hiring Nuifallash. At least they might be trusted not to loot everything they find."

We would happily take the contract, if there is a contract to take. No looting, guaranteed, or your mony back!
 
Aw crap, and I just finished this. :p



An orc, a tlaloc and a human walk into a bar. The bartender eyes the group warily as it veers off to his left, where a tall, snow-white varrev is in conversation with a grey-blue garuda in a corner booth. "Hakkan, I presume?" asks the human, a red-haired woman in a dirty-green cloak. The wolf nods. "Mildburh, Daughter of Cyneburga," she introduces herself, and they shake hands.

"Gudran of the North," rumbles the orc with a self-aggrandizing fluorish.

"Tarzic," states the tlaloc.

"You must be the aspiring adventurers," Hakkan surmises. "Please, beseat yourselves. This is Sweipflutz," he gestures to the garuda, who gives a shy wave, "The fifth of our company."

"Call me Sweip," he says.

The orc eyes him suspiciously. "This fledgling sure 'e's up ta this?" Sweip frowns. "No 'ffence, but this ain't zactly kid's play."

"All adventurers need to start somewhere," mutters Tarzic, though he eyes him with equal skepticism.

"I can hold my own, don't you worry!" he shoots back.

Hakkan moves in before the argument can take off. "You are all aware of the mission, aye?"

"We're scouting the Dry Hills to find out what happened to a royal expedition," Mildburh recites, "Thus far we know of a hydra and a derelict ship, possibly enchanted." The others nod in acknowledgement.

"We know each other's names, so now let us share our faculties." He turns to Tarzic.

"Mage by training, some experience in combat. If we run into arcana, I can take care of it."

"Er, mage as well," says Mildburh, "Although from what I gather you are an offensive caster. I know medicinals, earth magics, protective wards... If any of you find yourself in a fix, I can probably get you out."

"Archery 'n close quarters," grunts Gudran, "Tho' I had ta leave m' bows outside."

"I'll be your scout, mostly," Sweip sighs, "But if I see you guys in trouble, I'll be there in a pinch!"

"And I shall be your leader in the field," Hakkan finishes.

"Wi' all due respect," the orc begins, "Adventurin' ain't quite the same as Her Majesty's Army. Now, I am loath to brag—" Mildburh rolls her eyes, "—But I've got years o' 'sperience under my belt. You sure you wanna take th' lead 'n this?"

Hakkan doesn't answer, but peers at Gudran's vest where a number of weapons are partially-concealed. "Is that a jadesteel dagger?" he asks suddenly.

The orc follow his gaze. "Aye," he grins, pulling it out and passing it over. "Those 'r absolute masterpieces," he tells the party, "Lightweight but firm; can cut trolls wi' those, ya can. Now, I didn't have that one custom-made but—" After looking it over somewhat bemusedly, Hakkan takes the hilt in one hand and the blade in the other, and with a sharp jerk bends it into a right angle before tossing it onto the table. Gudran gapes for a moment before directing his gaze up to the wolf, whose face remains expressionless. "You're th' boss," he croaks.

"The location the returning soldier provided is two days' journey, so we should set forth as soon as possible. How soon can each of you prepare?"

"I'll need to find a horse, but I can be packed by midday," says Mildburh.

"Ready when you are," states Tarzic.

Sweip shoots the garuda equivalent of a thumbs-up.

"I live off th'land," Gudran proclaims, voice a little shaky from the one-upmanship, "So if ya like, I can start off 'n—"

"That won't be necessary," Hakkan cuts in. "We all seem prepared; gather what you must and reconvene here in four hours' time."

------------------------------

Sigebeald has not had a pleasant trip, and his anxiety grows further as he passes under the portcullis and into the Vittborg courtyard. His escort halts at the steps to the keep, where the Queen, the Viceroy, and a small group of soldiers stand awaiting him. Shakily, he dismounts from the horse provided for the journey and approaches his sovereign. "Sigebeald of Wyrtgeorn," greets the Queen, smiling brightly, "Thank you for honouring our invitation. Had you a pleasant journey?"

"It was... uneventful," he replies.

"Please, follow." She nods to the escort, which departs; the group turns in, and the wizard obediently follows. His memory of the castle is foggy at best, but he soon gathers he is not being taken to the throne room. He looks around nervously, racking his poor brain for any clue as to what is in store. A few minutes later they are ascending a staircase; not the dungeon, then. As they progress deeper into the keep, he is surprised to see part of the guard break off; apparently it had only been there for show. He is not sure whether to be relieved or further apprehensive.

They eventually reach an unassuming door and Sigebeald is motioned through. There is a narrow corridor to another door that stands open, leading into a small room with a table and a few chairs. It is dimly-lit, with a few glow-orbs affixed around the wall; Sigebeald can see neither the ceiling nor any windows nearby. He hears the sound of a key turning, only to find the Viceroy entering after him. Silently and stoically, the wolf motions for him to sit; they are joined by the Queen, who closes the second door before locking it from the inside, then takes the seat left of the Viceroy, directly across from the now-quivering necromancer.

An interrogation, he concludes. They mean to extract every ounce of my knowledge before delivering the sentence. If even comes a sentence. Mustering what remains of his courage, Sigebeald states clearly, but with a pitch betraying his fear: "Forgive my impudence, but I was never informed as to the purpose of this summons, and wish to know Your Majesty's charge against me."

"Our charge?" laughs the Queen, "Oh, my poor Sigebeald, there is no charge!" She gives a sidelong glance to Ranvild, whose eyes dart guiltily to hers. "Oh, goodness me!" she giggles, putting a hand to her mouth as she struggles to recompose herself. In spite of himself, the wizard feels a blush rising in his cheeks. After a minute, she continues: "No, we have summoned you because we wish to make use of your talents."

Sigebeald blinks. "My... talents?" he repeats. "Your Majesty is well aware what my talents are—"

"Ah, but we are not!" she leans forward, her hands clapping the table. "Would you be so generous as to indulge our curiosity?"

"How so, Your Highness?"

She straightens up. "Tell us about your order."

Sigebeald inhales sharply. He looks from the Queen, to the Viceroy, trying to figure out just what strange game they are playing. The Viceroy remains impassive, but the Queen seems to be eyeing him with genuine interest. Feeling suddenly empowered, for the first time in quite a while, he launches into the one topic he had conditioned himself never to discuss in public: his years outside of the Raevyllke.

------------------------------

"Give that poor thing a rest!" exclaims Tarzic, "He'll keel over before we even leave the hills."

"He's perfectly fine," Gudran shoots back, "A bit out o' shape, but that's what exercise's for, innit?" Underneath him, the donkey wheezes for breath.

"C'mon," Mildburh chimes in, "A seasoned adventurer such as yourself surely prefers to rest on rugged ground." The tlaloc snickers as Gudran, cowed by the jab at his tough image, reluctantly slides off his mount who seems to gasp in relief. A little way ahead, Hakkan is scanning the skies. "Any sign?" calls the witch.

"Not yet," he replies. "T'is late; we will probably make camp tonight before journeying further."

"He wanted to make himself useful, but I hope he wasn't struck down," Tarzic mutters as he rifles through his spellcaster's satchel.

"I wouldn't worry," says Mildburh. "The scouts only ran into trouble when they found the site, and they did not benefit from overwatch."

"Unless it's a Bransee hydra," rumbles Gudran, "Great sport, they are: eighty feet tall, wi' no less 'n six heads each... They seem short 'cuz th' lake's so deep, but once they shuffle onto th' shore..."

"Bransee, you said?" Tarzic asks.

"Aye."

"And why, pray tell, would a creature that large amble its hulking bulk hundreds of miles southeast just to squat in such a tiny bog?"

Mildburh giggles as the tale-spinner struggles with his thread. The orc opens his mouth to retort, when Hakkan exclaims: "That's him!" The group picks itself up as Sweip flies in, landing shakily before the varrev champion.

He waves off the others as he catches his breath. "Long flight," he wheezes. Once he regains his strength, he reports: "It's about half a day's journey from where we are now. Didn't see the hydra, but there's definitely a ship. Looks like a war galley; stranded itself somehow. Too foggy to make out anything in detail, and I didn't dare fly in closer."

"Good work, Sweip." Hakkan claps an arm around his shoulders as he turns to the rest of the party. "We'll head into the woods and find a good spot for camp. Tomorrow, our fun begins."

------------------------------

Ranvild sits uneasily as he listens to Sigebeald recount in minute detail his relationship with the death magics. The cowering figure that had arrived at the castle steps seems incompatible with the man presently speaking; freed of the great taboo, he orates excitedly with fiery conviction. What's worse, the Queen seems engrossed in his eager divulgences. "What almost nobody understands about necromancy, even, if not especially its own practitioners, is that it is not simply the narrow-minded school that has become synonymous with so-called 'death magic'. When the discipline was first conceived, it was much larger in both vision and scope. But its early advocates quickly lost their nerve—they felt their end goal too ambitious, an affront to the gods and the natural order—and the school degraded into what it is today."

Ranvild lets out a sharp snort, and Sigebeald and the Queen turn to him. "Forgive me, but you mean to tell us that warlocks who wantonly raise the dead into infernal legions have an ethical standard?"

The wizard takes another deep breath. "I recognize our reputation amongst the masses, and in many respects I sympathize with it. Necromancy today is a lazy mage's discipline. It is devoid of innovation and, in the philosophical sense, any meaningful purpose. We were unwilling to venture beyond our horizon, with the tragic consequence that our research never progressed beyond an insultingly primitive level. Reanimating a corpse is not resurrection: without a soul it is an empty vessel, a fleshy automaton fit only to carry out a set of scripted instructions. And for that reason, necromancy became the discipline of choice for unscrupulous parties. You only know of wights and liches and zombie soldiers because that is all the leading schools care to explore, and so its negative image has been perpetuated for centuries.

"My order, the Acolytes of Ahuramazda, subscribes to necromancy's original purpose: to uncover the secrets of life and death both material and mystical. We have no interest in puppeteering skeletons; our aims are so, so much nobler; we wish to discover if one can restore the very soul to our plane of existence." Sigebeald pauses, and his expression fades to melancholy. "Ironically, it is precisely because we strive for so much more that we are condemned as heretics even by fellow necromancers. We have never received patronage, or otherwise found opportunity to congregate in the numbers and for the length of time necessary to properly pursue our research."

The Queen clasps her hands together, sitting up straight. "What if you were granted patronage? What might you be able to accomplish?"

Sigebeald's brow furrows, wondering whether this is still an elaborate tease. "What would Your Majesty request in return?"

She reaches into her robes and withdraws a scroll that she passes across. "No more or less than this."

He unrolls the scroll and reads it over. He reads it over again. His face contorts in confusion, then dismissal. He is already shaking his head, mouth forming his decline of the impossible order. His eyes meet the Queen's, and he stops cold.

He would describe her gaze as predatory. Not, of course, in the sense that she is about to leap over the table and tear his throat out... but she is focusing literally all her attention on him, on his reply. She is completely serious, he realizes, and an icy jolt runs up his spine.

"Can it be done?" she asks, voice low, soft, resonating with the full power of her state.

Sigebeald's heartbeat rapidly accelerates. The opportunity of his life lies before him, the chance to finally be recognized, to be taken seriously, to escape from a near-lifetime of secrecy and seclusion... But only if he can deliver. And he knows the task demanded is too much for one man. But with royal support... If I could gather them here...

The necromancer cranes his head back, eyes screwed shut as he calculates his chances. All the while the Queen never takes her eyes off him. After some time, Sigebeald opens his eyes and meets her gaze. He swallows, then declares: "Yes."

"What will you need first?"

He opens his mouth, pauses, then looks at the scroll again. His jaw looses as the 'eureka' moment strikes. Jerking his head up, he says: "Information. . ."
 
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Koronioz gazed from his balcony at the military exercizes below. He somewhat regreted becoming the Great Orc and Chief Executive of Nuifallash, since government duties gave him little time for war games. However, he was getting to old for that, and the position of Chief Executive was not without its own excitement. The lads had a new toy to play with, large metal cubes on wheels that protected the orcs inside. The orcs would push the cube, but would not have to carry shields or cumbersom armor, since the cube was both. As a result, they could throw archers, or even mages forward at point blank range, and equip warriors with larger, two handed weapons, while minimizing casualties. The cube's armor consisted of an Argmetal skin, with a layer of lead (that blocked some forms of magic), followed by wood (to make the cube lighter and more managable to push. Such a structure could be used to lead a charge into enemy lines and thus had great potential, if the wariors could push it the same way, that is. Turning was also a problem, which had been solved by giving the cube two sets of wheels, one on the front and back and one on the sides. They could be raised or lowered from inside, after which the cubes direction could be changed. Sadly it would take a while for the troops to figure out the new technology, despite the constant instructions from its inventor, a Minitour named Arlok.

Koronioz was interupted from his musings by the arival of Zana, the human female who had sent an offer of mercenaries to Raevyllke, to investigate a swamped ship found east of our border, along the coast.

Zana: Sir, they refused.

Koronioz: I see. While we have no desire to loot that ship (its probably cursed anyways), I want to know what it is. If that swamp has anything useful, we want to make non-cursed copies of it. If we can't get an excuse to send mercenaries there, we will have to be more... subtle. Any chance that we can find a Balor cult convinced that the Old One will rise in some haunted swamp?

Z: No, and moreover, I doubt that Raevyllke would take kindly to cultists. They've hired adventureres

K: I see. It seems that we shall have to follow suite.

Z: What? With adventureres? At least cultists are bound by oath to their contracts, adventurers arn't!

K: They arn't stuipid. The swamp is haunted I tell you, no looter in their right mind would take anything from it.

Z: Why are you so sure its haunted?

Korinoz sighed sadly.

K: Grim experience tells me to assume anything older than 500 years is cursed or haunted, unless someone has already proven otherwise by going there. Only one of the Lycanthrope scouts returned from that bog, and those guys are as strong as orcs. I don't belive that a hydra was all that killed them.

Korinoz dismissed the diplomat. He new just the person for the job: tierless, reliable and immune to most curses. The problem was, his chosen adventurer leader was also a ghoul, which would not please the Lycanthropes. The mercenary company had always borne mixed fealings for ghouls. Their durability, agility and ability to replentish their ranks on the battlefield made them good soldiers. However, no orc wanted to live near creatures that reproduced by infection. As a result, ghouls were settled in separate quarters of the city. Ghoulish slaves usually wore leather covers on their fangs, both as a mark of servitude and so that they could not spread. Nonetheless, being margionalized was better than being killed, so many ghouls came here. The conglomerate used them to carry out the dirtiest, least desirable contracts, knowing that, since they would be hunted elsewhere, their loyalty was guaranteed, and because they could regenerate on any organic matter (and swamps are organic matter). In return, the ghouls got acceptable pay.

However, in this case, a ghoul squad would not do. Instead, Korinoz decided that he would hire out a party of half ghouls and half lycanthropes, so that there would be someone for public relations if the other nation's party was encountered. Once again though that posed a problem. Few lycanthropes would go with ghouls. He could always get slaves and force them to go, but that would make for even worse PR. He decided to summon the subject of his deliberations, a ghoulish adventurer, once a refugee from Formont, named Glotsk.

Soon, the two of them were seeted in the main room of the palace. Korinoz spoke:

K: I have a contract for you. Since your kind regenerates by feasting on organic matter, and the swamps east of here are made of organic (and ex-organic) matter, I have decided that scouting the ship there is a perfect job for a ghoul squad, like yours. As you know though, that wouldn't please the lycanthrope party, if they get there despite whatever curse fills that rotting puddle.

G: Sir, I belive I have the solution to your problem: Dress us up as orcs. We've worn more embarassing costumes in more public places on your orders before.

K: I see. But as you know, some of your men may hate the Raevyllke as much as they hate you. If this was an official contract from Haaphavn, I would risk some orcs with a shaman. However, since were doing this of our own accord, I'm inclined to use creatures that wouldn't be harmed by traps set for the living. Thus, I'm hiering you for this contract, but you'l go with a contingent of orcs. If you meet swamp creeps, you'll do all the fighting, but if the Raevyllke are encountered, you are to play the part of slaves, to avoid tension. Finally, there will be an ogre shaman with you, to protect the living from whatever spirits guard that relic. Given the unpleasant nature of this arangement, we will pay you double if it goes through without incident.

G: Very well.

Glotsk didn't like this contract, but he understood the reasons for it. They were tolerated here as long as they did all the hard work and didn't cause trouble. If they caused trouble, they wouldn't be tolerated. With the mony from this, he could purchase some slaves to make into "children". If getting that money ment roleplaying the orcish slave of some orc officer, so be it.

OOC: that ship gives me the creeps.
 
OOC: This post has been slightly edited.

IC:
Naala was one of a small but slowly increasing minority of non-human Wights, in his case a Naga. For the most part the human Wights looked down on the others and in his case this was exaggerated due to him being a scholar, not a warrior. Now he sought audience with Marret.

"Your majesty," he began in his characteristic sibilant monotone, "I seek your permission to travel to Baase."

"Why?" demanded Marret, "What do the Necromancers have that could interest you?" Marret was less ill disposed towards the non-humans in his court but he still did not like them and had never gifted one with Wightdom, Naala had received from a minor lord in one of the border provinces.

"Their knowledge, my liege, it is my belief that somewhere in their libraries is contained the knowledge of the location of the academy of Usuul."

"So?"

"If I can find it there may be tomes contained within regarding the creation of the Necrites. They can be used to further your experimentation. More importantly should your enemies lay hands on them first they may find how to cure the infestation."

"You make a convincing argument, Naala. I give my permission. However it is unlikely the Necromancers will give you access given the disagreements between Baase and myself over the treatment of ghouls."

"I had given some thought to that matter. Publicly banish me for undue leniency to ghoulish test subjects. For the look of things I shall leave with no minions but it should not be an issue to acquire some on the journey west. If I travel slowly Baase will surely hear the news before I arrive and they should allow me in - they are the only undead nation in Cumhail after all and they do preach unity among the undead."

"Very well, you shall depart in a week. I shall have the mortwrights create some ravens from the fairy minions that Felst has supplied, we should be able to spare three or four. We can use them to communicate and will not be out of place in Baase."

"Thank you, my liege."
 
It is best you scout out or your Emperor may fall victim to a unknown settlement before discovering the point. Special sites require that you explore or claim the area with the site located. This way powers who take in logistics grow greatly.
You do not understand.
The Huecalpixqui is the scouting party.
If he does not go personally, much Shame will be upon him. A tlaloc must not Shame himself, especially not the leader of a nation.
If he does, and dies, then there will be a new Huecalpixqui, and life shall continue. He will have honored an ethereal creature while dying and so proved his status as Servant to the Gods.

After much diliberation we have found that, unless Karma's Dagger has something good to offer, like trained battle mages and training for our wizards (;)), sending soldiers to fight on their behalf would not be worth the effort. If they do, then come forward. If they do not, well then, fortune does not favor the bankrupt and nor do we.

In light of this declaration, before the Huecalpixqui leaves to honor the wills of K'Iche, he has decided to pass an edict that states that:
"No man shall privately hire mercenaries of any kind, no organisation except the Bureaucracy may hire mercenaries of any kind."
 
Quick orders, subject to change:

Scout the province with the ship and swamp per my latest story. Settle the province South of me and scout the ofshore islands for anything interesting

Karma's Dagger gets nothing unless they offer something. To KA: Unless we get a good offer by the end of this buisness year, our offer is permanently retracted.

Our adventurers are to investigate the easternmost ruins. Wolves we can deal with, but now is not the time for cultist vs. cultist warfare

Spread our latest inovation (the armored cubes) throughout our army, advertise

To Formont slave trader: All private individuals in Nuifallash are welcome to sell their slaves to you, including large government contractors. The government will not, at this time, since it is currently occupied elsewhere.
 
Oh, right, orders.

Claim the province in pink.
Scout the lands in yellow.


Io_M_exp_3.png
 
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"My liege," began the steward, "news from across the sea. It appears that the orcs of Shipport may have discovered the location of Mount Aile."

"Mount Aile?" Marret mused. "The fabled mountain of fire."

"Indeed, my lord, legend claims a dragon resides within it."

"Perhaps one does, do you think dragons could be infested?"

"I would not hazard a guess, your majesty."

"One day we should find out."
 
Awfully sorry chaps for my inactivity. Will get right onnit.
 
I have decided to delay plans for a update till Friday 5:00 PM the latest and 3:00 PM the earliest; UK time of course. ;)
 
Sorry for my inactivity. Will try to post RP tommorow.
 
Not to be that dude, but any chance of an update on when the update may be updated, or at least an updated date of the update?

And christos, update your RP now just in case the update is waiting on your updated RP.

And this is finally an update to update on the fact that 'update' now no longer looks like a word.
 
Oops: sorry about da update. :(

I will get it around this afternoon; I will suggest Chris and RC get something in before 2:00PM.

I will at the latest update at 6:00PM.

Sorry about this. :(
 
Fighting the Krakens:

8wHJ8YV.jpg


- James Bismarc

Admiral James Bismarc and his fleet had managed to exterminate all Krakens in the surface. For this reason, Lord Fionntan Mag Aonghuis of Manannán send his son, Sean, to help the Admiral. The Admiral, knowing the spying and diplomatic skills of the young man, send him in a secret mission to give gold to "Baron" Alexis Cupidite, so he could continue his raids on Aerion.

Then, Admiral James Bismarc decided to begin a destruction of the Krakens that are under the ship. Two groups of 15,000 men each (the total force of James is 30,000 Fomori warriors), under the leadership of Generals Nikos and Hwo, would go under the sea and hunt down the Krakens. The strategy of the Fomori Army will be to surround any Kraken they find and fire at them with their arrows and ballistas. So, the campaign against the Krakens begins. Admiral James hopes that his warriors will follow his orders. In case something goes wrong, he has a reserve force of 4,000 Fomori warrior.
 
Gobbies Got Da Beating Near Da Mountain of Fire: the goblins did get delt with, with many of their heads taken, but not before the grog got stolen by an ogre magi hermit. The hermit heads home near not an ordinary place: the legendary Mount Aile that Mandatum fell to Balor has been founded. Marvel at the sight as you investigate this ogre that took da grog?

ROIT. If yew lot kan't even makes shur moi lewt don't get taked wen I's clobberin me sum 'eads, so me an da Nobz iz gunna beats tha snot outta dis magiky feller, while yew finds more about 'ow 'ot laver is!

Da Booty Increases!: Arnav Arth managed to pass through the pirate seas… the imp pirates were not so lucky, facing the wroth of a orcish plundering of their vessels. After a bloody battle the orcish pirates have ensured reinsurance for merchents; reports show that a number of vessels have decided to follow the Arnav Arth’s example and take the route. A fleet of 2 troll, 2 imp, 2 naga, a ghoul, a orc and a oni merchant ship set sail; Freebootaz have a chance to gorge.

Alroit boyz, f we only sacks SUM o da ships, den dey'll still come 'round 'ere, so GIT TO IT.

Da Rival Pirate Boyz Den Found: those imps may have been given a beating but the primal gang are still existing. Scouts have noted what appears to be land holded by an impish pirate gang; the Flaming Skulls, leaded by the impish fire wizard pirate Rouge Admiral Vito Pinho. The land is centred in two spots; a troll made fortress with port and a spice plantation laboured by elementals. There are other points but tend to be unfortified, defended by lonely goons of the Fire Skulls. Fancy showing the Fire Skulls whose boss?

I kan't be foitin two lugeads at wunce! I'll juz clobba dis wussy latah! Juz get a buncha siegey crud redey fer me soes we kan break 'im fasta.

uwSjeRY.png


Takes da red stuf and scouts da purple, all sneeky-loik. Av ya ever seen a purple ork?

edit: what the crap that's not supposed to be blue it should be purple

imgur you betrayed me
 
The slog through the wetlands has been fairly easy, with no traps and only a few malcontent fauna needing warding off. But adventurers always know that the quieter the journey, the harder the looming fight.

"There she is," mutters Gudran as they come upon the algae-infested lake. Sitting motionless only a few dozen yards out from the shore is a stocky warship. Its hull has a greyish tint like long-dead driftwood; its sails have either been taken down or rotted away. Even though the sun is high and sky mostly clear, a cloud of fog hovers about the vessel. The party listens, but nothing is heard above the chatter of the marsh insects.

"So where's the hydra?" mutters Tarzic.

"Probably hiding," says Mildburh. "C'mon, let's scan it." The mages set to work, making gestures and incantations as they search for clues to magical interference. Hakkan moves a little way off and makes a bird call, and a few minutes later Sweip returns from his overwatch. "No traps," concludes the witch, "But there's a strong aura about the ship. Possibly haunted."

"The lake floor is thirty feet down," reports her colleague, "But we are facing a shallow run that extends some way out. The ship seems to have run aground; you can see it lists slightly to port. If we follow those reeds, we can walk all the way to the ship." He points to where the swamp plants condense into a line from the shore to the ship.

"First," says Hakkan, "We find the hydra."

"Guess we gon' fish 'n," rumbles Gudran. Setting down his equipment, he withdraws a dead rabbit and makes to throw it into the water.

"Wait!" calls Mildburh, "Let me charm it first."

The orc frowns in confusion. "'S dead," he grunts.

"Magic charm," she huffs. "If the bait sinks, the hydra could eat it without breaking the surface." Gudran holds out his sacrifice and the woman mutters a short spell.

"Everyone, get to cover," orders Hakkan. "Sweip, stay on the ground. No one is to engage unless I say so." Everyone save Gudran retreats into cover of the woods. "When ready."

The orc winds up and lobs the bait far across the surface. The rabbit breaks the water with a ploonk, sending ripples across the lake. Two seconds later, it re-emerges, bobbing up and down as its buoyancy stabilizes. Gudran jogs back to cover of the woods.

They all watch intently.
 
453 PC


Link to video.

"Time will tell on how the mysteries of the world come let another petty arena for politics to spoil. How our eagerness to be first to climb a mountain leads us all to fall off it. Together we may climb to the top united and see the view greater. Aiding each other is greater then harming each other."

Calé Penser, goblin philosopher who lived between 124-203 PC.


Adventures Cometh


Spoiler map of the world :
oW4V9En.png


Spoiler map of the sites locations founded :
mAdDHgG.png


While plots threaten many, adventure sure inspires as the likes of Raevyllke while orcish piracy starts getting connected to exploration. There is much to learn in Cumahail.


Note of Apology: I have discovered that on my secret map AA’s nation had included a province with a site; the largest mine in Cumhail the Meain Argid.

Spoiler events :
Raevyllke

The Adventure of the Ship: as the new year begins a party of adventurers investigates the mysterious ship, while organising bait for a hydra. This will be a wondrous adventure… OOC: we will begin laying down the challenge of adventure when your ready Thor, which you appear to be. :)


Confirming Orcish and Wesh Faery Settlements: scouts in the grand isle of the Wesh Faeries have taken note of two orc tribes (the Gilphladen Clan leaded by Wazbad Gobgor in the smaller province and the Gylp Clan leaded by Shulharz Scop in the other noted province). As well as these communities a small Wesh Faery pirate cove has been discovered, identified as the Jolly Tide Porters which be leaded by Regretter Tu. These areas may pose interest.

Goblin Smuggler Port Found: in the southern-east regions scouts of Raevyllke found a untidy clutter known as Gachis. This smuggler port hosts not only a wide community of goblins but also goblin pirates and raiders, including what appears to be the remains of the fleet of the pirate Admiral Parj ure Amiral. What policy is taken to this hideaway? The settlement is said to have mayor with authority in name only by the name of Maire Popote . This goblin might never the less be the voice of Gachis.



Great Kingdom of the Sea

Where are the Kraken?: Continued efforts against the mighty sea beasts have now resulted in only sparse sightings of the creatures around the Great Kingdom’s sea area.

Raiders Funded: “Baron” Alexis Cupidite has acquired the gold donated by the Great Kingdom of the Sea’s new spy Sean Mag Aonghuis. Rumour report of the purchasing of what appeared to be orcish weopons and even recruiting members of the infamous orcish Rekkr Clan for mercenaries services have been occurring as King Tannis II faces a great challenge in the form of increased attacks on his realm as the goblin raiders decide to claim some of the parts of the Aerion province they are in to help fortify their position.

Aerion sets Request to the Dugud Unnis: although the armies of Aerion are mustering up to face the goblins King Tannis II is determent to ensure security, especilly in rising tentions with the Great Kingdom of the Sea. A diplomatic party has hence been set to the orcish clans under the union known as the Dugud Unnis. Warlord Hlud Eahtian, the more dominant of the orcish warlords in the union, is battle eager but is indifferent to the Great Kingdom of the Sea and Aerion. If either the Great Kingdom of the Sea or Aerion aquire the support of the Dugud Unnis then they would have a battle eager warrior ally.


Kingdom of Formont

Holy Fortress Collapsing: The Holy Order of the Joy of the Glories of the 9th Heaven is facing great plague as what appears to be a infiltration of a plague has hit them. The White King has granted his gift…

Orcs Found It: Usuul Acedemy has been discovered by the orc pirates known as the Freebootaz! Before they get their hands on what secrets lay there you should consider setting a party of unheroic adventurers to investigate the site!

Investigating the Fairies: the Kingdom of Shee is currently being investigated for weakness in royal line. Queen Onnor VIII has 8 children that she hopes to leave the kingdom to when she goes. Exploitation of Shee should be considered with caution optimism of allies; Shee is classical mistrustful of the trollish Kingdom of Riki due to the histories of clashes between many fairy kingdoms and Riki. This could be exploited…

High Technalate of Kunohir

The ruin has let to be explored.

Tlaloc Alliance

The Emperor Captured: a head of state leading a scout party is a tactical and strategic mistake. Karma’s Dagger would have launch an ambush if not for the party of goblin raiders who horded the scout party. The Emperor has officially been kidnaped and a messenger from the raiders is on her way to inform the Tlaloc authorities. Oronge Ravisseur, leading of the raider pack, is likely to demand a treasury worth for the Emperor back, while the Karma’s Dagger consider the possibility of attaking Ravisseur’s horde so that they could lay a knife into the Emperor of the Tlaloc. The orcish warrior Zoggrod Urtyfug and the fairy druid Yvon Lhondaig have a sure opportunity indeed as leaders of the Dagger. The main fortune is that the goblins are likely hiding out in a ill fortified abandoned orc mine.

Nuifallash Mercenary Conglomerate

Karma’s Demand. Not Met: the Karma Daggers are shocked that their request for aid has been turn down, especilly with plots to give gold in return. However the price has likely gone up; with a emperor at stake they can offer high sums of cash...

Investigation of the Known: investing the ruins have found it to be dock dating back to the time of the troll King Sigrud the Great; it be a stone orc site. Other than historic consideration there appears to be remains of a bizarre half of a tablet. The other might be in another ruin…

Naga Magocracy

More investigation needs to be done.
Arata Kawaguchi is patient in waiting for a response to his request.

Freebootaz

Ogre Smashed: da ogre magi’s hut was found with him in it, about to drink da grog! Da orcs bashed the magi in. Alas one of the orcs got burned and bled to death but in the end the ogre has been captured with the grog.

Da Booty Got!: of the fleet of 2 troll, 2 imp, 2 naga, a ghoul, a orc and a oni merchant ships about 1 troll, 1 imp, the ghoul and orc ship were spared by a grand pirate attack by the orcs.

Gettind Ready for Da Rival Pirate Boyz Den: da Freebootaz are developing siege engines for the assault against the Fire Skulls, whom have spend most of their recent days entrench in their hold while plotting revenge against da Freebootaz. Will the Freebootaz deal with the pesky imp pirats in their troll made fortress and spice plantation?

Another Pirate Rival: the imp pirate gang known as the Stone Tide Gang has been founded! These mixture of hydromancers and geomancers have a small pirate cove used as a base of operation but their small hold is defended; two rival goblin gangs are eying the booty the pirates collect. In return for protection and additional recruits the pirates give the goblins (the Bloody Smiles Clan to the south and the Night Singers Clan to the north) tributes of loot and spell casters to help counter the small but rising Sun Runner Clan (to their west). Exploiting the defences could rely on hindering the uneasy peace between the Bloody Smiles and the Night Singers. Whatever the case the Stone Tide Gang will post a desire to take on shipping if not dealt with.

Mine Found: durning further scouting operations a orc party discovered what appeared to be a metallic entrance to some underground mine. Could this be the legendery Meain Argid? And why have not the imps noticed?

Settler Found Usuul Academy: the orcish settlers on one isle discovered the remains of the infamous school of necromancy set up by Usuul! The place is mainly ruined but this is on about the surface; the underground chambers may still be in functional use and the orcs did notice some strange figures going in and out the ruins…

Eliim Cliffside Peoples

Booty Still on Sail: a troll trade ship from Haik was on route to Lamia. The vessel is alone but strong thanks to trollish engineering. It will take the open sea north-east of the Eliim but it will have to venture with care in case of storms. Now having returned to Haik it now heads back Lamia in a eagerness of gain more goods.

Brahh

Welcome to… IKES! GOBLIN RAIDING PARTY! They come: goblins raiders are living up to be a cliché! They are attack the west of Brahh, hoping the horse people might have stuff to loot. Rumour has it that the goblins are raiding with 4 human spearmen that have sold their services to the goblins in return for shelter and not getting killed by the said goblins. Dard Lance the Impaler, the leader of these goblin raiders, is eager to make a stand. However the goblins have been noted to not bought many bows and arrows with them and rumour that Lance's second in command, Dague Amant, may be plotting to replace Lance with himself...


GM Note

Due to my holiday to Paris which I will begin travelling to on Wednesday I will request Thorvald temporally take the reins of GMing when Wednesday cometh. Hence while I will conduct GM operations till Wensday I will be giving detailing's to Thor on the matter.

Also: sorry for the late update. :(
 
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