• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Intrigue of Magic

The old vessel in the swamps that the adventurers sought forth is glittering in the sunlight...

The bate worked; the hydra, its fearsome 7 heads gleaming emerald scales and bloody fangs, took the meat and returned to its lair to a cave not to far away.

Let the old vessel stayed still... as shadows watched the adventurers from the ship, watching, waiting...
 
OOC: What about my party, also sent into the swamp, and my claims?
 
Actually, I think that I am going to drop this:
Why?
1: The lack of organized stats dooms this to fail after a major war occurs. There is no way to track casualties, avoid powergaming or even recognize what IS powergaming, and what would make sense. Even the current events suffer from this: since there are no casualties, it is unclear if a fort that lasts one turn did anything or simply succumbed to plague (or actually increased the size of the necrite horde)

2: The lack of organized stats makes it unclear what will happen with things like payments, or tribute which my nation runs on

3: Giving a player the reins of GM seems like a bad idea to me. While Thorvald is a responsible IOTer and probably wouldn't powergame, he would still have access to the game's metaplot (hidden sites, the power of minor factions like the Sleeper Cultists, what happens when the sleeper awakens, secret NPC abilities like the death hand assasins, the possibility of summoning Balor, etc.) and as a result that would give him a permanent advantage.


Overall, I guess that this game doesn't really fit my playing style that well, since I like to have stats and unit/war plan based combat, while this game places faith in player RP to handle both war and economics. While there should be some freedom for player RP, I feel that this game is to optimistic in leaving EVERYTHING from the type of units to their number up to the player. Nonetheless, I will be watching from the sidelines, and hope to be proven wrong.

IC with the death of my current leader from mysterious causes, a war game is held to replace him. During the war game, a fight breaks out between fans of both sdies, which quickly spreads to the players, and turns deadly, as one of the candidates is killed. Rumors spread that this was intentionally pre-planned, and that the other candidate may even have assasinated the past leader. True or not, these rumors mean that generals refuse to recognize his legitimacy when he declares himself chairman of the conglomerate and instead revolt. The civil war spreads as it turns to every province for itself.

OOC: I reserve the right to retcon this for this turn, if I see proof that my fears are unfounded, but overall, I feel like this experiment is probably not suited to my specific expectations
 
Actually, never mind. I'll give this a few more turns to see what happens. Retconning my civil war/ drop out, at least for now
 
OOC: Only a brief rp as away from home for a couple of days, I may expand on the short form orders once I get back

IC:
"Orcs?" Questioned Marret.

"Yes, sire," replied the steward, "it does not appear they are yet aware of the value of the site as they have not attempted to repel our expeditionary force."

"Good," responded Marret, "we shall launch a full invasion to secure the academy."

"Is that wise, my lord? Launching an invasion at that distance would inform the freebooters of the value of the site, trigger a response and possibly lead our neighbours to attack whilst they believe our attention is focussed elsewhere."

"Excellent points. We shall not invade. No, I shall lead a party to the academy, we shall search for the documents and artefacts we require then leave the area for the Orcs."

"Shall we recall Naala from Base, my lord."

"No, if we recall him our ruse will be discovered and we may need his access to the libraries of the Necrocracy. I'll draw up a list of party members. We'll also load my horde onto ships and have them take station over the horizon to avoid tipping off the Orcs but have them close by if the freebooters do move in."

"Very well, sire. What orders would you like to leave whilst you are away?"

"Continue the siege of the poor soldiers fortress, they are weakened and should fall soon. Expand east on the mainland and north on the northern isle."

OOC: I have no issues with Thor temp GMing but it would be best if he doesn't have access to privileged information (site locations) and anything requiring that information be resolved on Ailed's return.
 
Everyone but Hakkan stares for a minute, open-mouthed. As they reconvene, Mildburh is the first to speak. Shooting a glance to the orc, she chimes: "But not as grand as a Bransee hydra, surely?" Gudran gives a snort.

Tarzic looks at Hakkan, who continues to stare at where the beast lumbered off. "Think it's out of the fight, boss?" he asks.

"For now, at least." He takes a breath as he turns to the ship. "Assuming there is a crew onboard... What is the likelihood the magical aura deterred it from striking the ship?"

"Without knowing the nature of the magic... I would guess about 50/50."

"T'is what I feared. Alright," he calls, and the group gathers 'round, "We have a chance to scout the ship before the hydra returns. Gudran and I will lead; Sweip, take to the skies at the first sign of trouble."

"But I—"

"Your domain is the air; you will better serve in flight. Besides, if the hydra returns, you will be in a better position to see it."

The group cautiously follows the shallows, walking gently so as to reduce disturbance on the water surface. The ship's keel is partially visible, so badly has it beached itself. As Hakkan stares at the boards, searching for a way to scale it, Gudran steps up and produces a pair of grappling hooks. The wolf and the orc each take a rope and toss it over with a thunk, then proceed to scale up the ship. Hakkan clambers over the side. The deck is bare, but the empty ship continues to creak of its own volition. Gudran has barely made it over the rail before Hakkan tells him to ready his bow and keep watch. He leans back over the side and motions for the mages to follow, while Sweip flaps up to join them on deck.

[youtube=400]UGl0aOkLTOg[/youtube]
"Good condition for a ghost ship," mutters the witch, looking around. Hakkan grasps his sword as he leads the group forward toward the cabin quarters. No sooner do they reach midway than a rhythmic groaning is heard and the door begins to open. Gudran hastily shoves Sweip in front of him. Out of the cabin emerge three hooded figures, a sickly-looking tlaloc flanked by an orc and a sturdy goblin. Tarzic's eyes blow wide as he takes in the robes: black with golden trim around the edges, with jagged flame-like emblems on the front.

The tlaloc in the middle immediately fixes its gaze on Tarzic. "Do you not know that you are intruding on private property?" it wheezes. "What business do you have?"

"We are but a band of humble travellers—" Hakkan begins diplomatically.

"Well-armed travellers," interrupts the figure.

"One cannot be too careful in these parts," the wolf replies. "We had heard a troop of soldiers went missing near here not a fortnight past. Know you anything?"

The reptile flashes a toothy smile, sucking in air as it turns to face the champion. The group can hear movement from down below. Sweip desperately wants to slink away, but Gudran is holding him in place. "Yes," it breathes, "Creatures like yourself... Not usual we get such hardy specimens... They made excellent sacrifices."

Hakkan's hackles bristle. "And who are 'we'?"

"The Cult of Totec," Tarzic murmurs. "I thought you were extinct."

"You were grossly misinformed," the cultist retorts. "But no matter; power demands sacrifice, and what better tribute to our glorious leader than a wayward tla—"

Sweip pulls away as Gudran looses an arrow right into the cultist's throat. Hakkan winces, then draws his sword. "At will!" he shouts as the two other cultists charge. The cargo hold grille bursts open as cultists strike the party's flank. "Sweip, get clear!" the wolf hollers, and the avian leaps into flight. Hakkan swings left and right, striking down handfuls of opponents with each blow. Gudran begins distributing throwing knives with a dexterity his gruff attitude had managed to keep hidden as the casters try to hold off the horde. Sweip swoops in at opportune moments, tussling with men in the back and tossing them overboard. They are slowly forced toward the quarter deck, but the mages figure out a rhythm, Mildburh impeding the cultists' advance with brief shockwaves as Tarzic prepares more hurtful spells. Just as they seem overpowered, the tlaloc dashes through a break in the enemy line and releases a jet of fire that sends the cultists into a panic, plunging into the water in a desperate bid to douse the ethereal flames.

As Sweip prepares for another dive, a dark shadow in the water catches his attention. "Oh no," he breathes; "Seven-heads is back!" he cries to the party below.

"Drat," growls Hakkan. "Into the hold; quickly!" Ignoring the last few cultists streaming out of the cabin, the adventurers leap down the hatch into the ship's interior. The few startled cultists are easily dispatched; Hakkan dashes toward the stairs.

"What are we looking for?" calls the witch as the group runs after him.

"Survivors!" He meets three cultists running up the stairs and promptly impales them, then kicks them off with a foot, sending them toppling into another incoming group. The party hastily descends into the belly of the ship. Mildburh struggles to suppress the urge to retch; scattered about the hold are severed limbs and desecrated bones, while flayed corpses hang chained to the walls, evidence of a blood ritual not seen outside the worst of the demonic cults. The three cultists guarding the room grab whatever torture implements are handy and make for the group, but Gudran shoots one down while Tarzic blasts the two remaining. Taking a moment to survey the infernal hold, Hakkan realizes that not all the bodies are dead. "Tarzic, Mildburh, grab anything here you deem useful. Sweip, keep watch. Gudran, help me get them free." The ship shakes suddenly, and muted shouts echo from above. "And make it quick."

The wolf and the orc rush over to the captured soldiers. They are all stripped bare and badly beaten, deep gashes all across their bodies, some still bleeding. They are quickly broken out of their bindings, but remain unconscious. "They're out cold," he calls. The witch pulls away to tend to the soldiers as the fighters free the remainder. Using a combination of magic and medicine, she manages to stabilize the poor prisoners. One begins to stir, and she dashes back over to help him up.

"Wherrmie?" he slurs, voice croaky from dehydration.

"It's OK," she coos, "Rest easy. You're safe now." There is another sudden lurch, followed by an unsettling bestial cry; Gudran snorts.

As the soldier begins to regain his focus, he gestures to the wall to which he was bound. "Morbehnnwal," he murmurs, before his strength evaporates and Mildburh gently lays him back down, turning to the others.

Hakkan understands immediately. He throws himself at the wooden barrier once, twice, and the invisible doors cave in. He stumbles into one of the most deplorable scenes he as ever witnessed in his life. Trapped in steel cages much too small lie the remaining survivors of the expedition, similarly emaciated, similarly naked, but that at least do not bear the scars of chronic torture. If his face was not already white, it would turn so as he spies a segregated set of three cells at the furthest end. Female soldiers. His heartbeat rapidly accelerates as his whole body ripples from the outrage. The prisoners begin to stir, the break-in having jolted the little consciousness they have left. Gudran's jaw drops as he joins the champion, cursing under his breath as he takes it all in. Wasting no time, Hakkan moves to the nearest cage and with nothing more than his own two hands rips off the door, moving from cell to cell and repeating the process like a man possessed. Having finished tending to the wounded, Mildburh moves to aid the rest of the prisoners, but seeing their condition calls Tarzic over for aid.

When the captured soldiers, eleven in all, are strong enough to stand, Hakkan addresses the group: "Before we go any further; is this everyone left?" The soldiers eye the remains of their comrades and nod silently. "We have an unknown number of cultists and an excited hydra outside. Do you know where they stored your weapons?"

"Not exactly," says a wolfess, "But they should be somewhere on the ship."

"Alright; we'll sweep the upper decks. Grab anything that you can use." The group nearly falls off-balance as the hydra strikes the ship again. Hakkan turns to the mages. "Do you have everything you need?"

"As much as we can carry," replies Tarzic, patting a satchel full to bursting.

"OK. We're moving out. Stick together."

They rush through the upper decks. While the adventure party deals with lingering cultists, the soldiers scour the rooms for their weapons and armour. Some of the weapons are broken and much of the armour was pilfered by the cultists, but by the time they reach the poop deck they bear a passing resemblance to the unit that had entered the woods. Motioning for everyone to stay put, Hakkan creeps out into the open to survey the scene. Aside from a group of archers on the quarter deck, the cultists have abandoned the ship, creating a perimeter on the beach from where they are fighting the enraged hydra. "OK," he shout-whispers, ducking back inside, "The hydra has them distracted. You make a run for the woods; we'll cover." Hakkan checks to make sure the archers are still occupied, then gives the signal. The soldiers stream out of the cabin, hopping over the starboard side before sprinting toward the woods. As they do so, the adventurers take position along the sandbar.

As the last soldier hits the water, one of the cultists on the beach notices and directs his comrades toward the escapees. Seeing the contingent peel off, the archers turn about, but Tarzic has been holding a spell ready and sends a shockwave that rips across the quarter deck and sends them flying into the water and in reach of the hydra. Ducking low, they sprint for the safety of the trees, Gudran pausing for opportunity shots at their pursuers. Soon enough the cultists are dispatched, and the group rallies on the same hill overlooking the lake. Hakkan begins to mutter under his breath; Sweip and Gudran look with confusion as the soldiers bow their heads, but Mildburh recognizes some of the words as part of a varrevsk prayer. "Tarzic?" says Hakkan, still staring at the ship.

"Yes, boss?"

"Destroy it."

The tlaloc closes his eyes as he rubs his hands together in deep concentration. Breathing in a meditative rhythm, he holds still for a full two minutes. Then, in a rapid gesture, he thrusts his hands toward the ship. There is a loud string of explosions as the warship disintegrates with such violence that it even startles the hydra. Hakkan turns back to the group.

"Let's go home."
 
Last edited:
The powerful limbs of the small dread ship swept silently through the black water as it approached the isle. At the bow stood King Marret, Wight King of Formont, gazing at the land that held his prize.

As the vessel came into the shallows it slowed and the limbs that propelled it through the sea came to stand on the bed and walked it onto dry land to allow its passengers to disembark.

Once the last of the party stood on the shingle the vessel returned to the water and made its way over the horizon to join the other vessels from Formont. Without saying a word, Marret led the party inland to find the entrance to the Academy of Usuul.



It had been three weeks from the time Marret had heard of the Orc's discovery and he had not been idle in creating his party. He had scoured his court, his lands and his supplicants to find the ideal members.

His first choice was Sir Jereten, among the first Wights created during the Civil War. Despite his age Jereten had never attained a position in the landed nobility of Formont due to his lack of tactical finesse and ability to command, however those attributes were not needed on this expedition but his mastery of many kinds of weaponry and unmatched martial skill would be invaluable.

Second was Lord Kikil, a kobold Wight who had broken into the upper nobility despite his race due to the precision with which he could control Necrites under his control. He could process the vague sensations a Wight received from his minions into reasonably accurate knowledge of their situation whereas most Wights just ignored the feedback. As posting sentries could compromise the secrecy of the mission it was Kikil's task to control the local Necrite population, which it is hoped should be above average thanks to the academy's presence, to monitor the situation.

Terred, Pall, Mikle and Forner were four of the six best huntsmen in Formont and had been recently put through the transition to turn them into sentient Necrites. The other two of the six had not survived the process. To them was assigned the task of scouting ahead and monitoring the party's trail to ensure they were not discovered. As they were considered among the best shots in the kingdom they would be expected to take down any natives that did stumble upon the Formontians.

Nivren was considered one of the best mortwrights in Formont who wasn't indispensable to the ongoing seige of the poor soldiers. His task was to mutate local Necrites if any obstacles required such an approach.

Completing the party were Kitren and Dolor, both newly made Wights who had been selected by Marret to skip the usual selection process.
Kitren was a lycanthrope sorcerer specialising in concealment but could assist Marret if more aggressive magic was required.
Dolor was an Orc necromancer who had grown tired of the strictures of Baase and had come to Formont to seek power and title. He had been chosen strictly for his species and profession, not any real skill. It would be his task to negotiate with any Orcs or Scaanoar cultists they might encounter and if needed to counter the magic of other necromancers or raise the dead to Marret's service. Little did Dolor suspect, Marret did not intend for him to survive the expedition.



Two weeks after hearing the news Marret had assembled his party, altered the vital state of those members who required alteration and gathered together his horde. By cover of darkness they boarded the dread ships and slipped into the night.

To avoid detection they sailed away from the main shipping lanes and spread out as far as they could but even so they were forced to board and scupper two merchant vessels that came made visual contact, hoping the losses would be attributed to poor weather or piracy.

On the fourth day of the voyage the fleet had to come together to pass through the freebooter controlled strait. Taking no chances they ran the strait at night and Marret used his magic to call up a thick fog and heavy clouds, even with these precautions Marret was not happy about the passing through the narrowest point of the strait. Trusting to the extraordinary constitution of Necrites he had the vessels travel completely submerged for nearly an hour until they were a safe distance away.

After passing the strait the fleet again separated for the remainder of the voyage until they came to a standstill just over the horizon from the target island where the king's party transferred to the smaller vessel that would take them to the shore.



Now the party was trekking inland. Mikle and Terred were roaming several hundred metres a head whilst Pall and Former covered their tracks. Kikil had established control over the local Necrites and confirmed that the population was indeed greater than anywhere he was aware of outside Formont, although well short of the higher end of their estimations. Jereten's eyes were darting left and right, he held his recurve bow with an arrow nocked and he periodically loosened his sword in its sheath. Kitren walked forward seemingly oblivious to their surroundings as he concentrated on maintaining concealment spells. Dolor and Nivren had no particular responsibilities so concentrated on keeping up with their comrades but their hands kept checking for their belt knives. Marret set the pace for the main group, his stride and the set of his jaw showed the value he set in the prize at their destination.

Kikil hurried to catch up with Marret.
"Sire," he began, stepping back as the force of Marret's glare was turned on him, "erm... Terred has discovered the entrance to the academy. We should be able to reach it by sunrise."

"Good, we will enter the academy and begin exploration as soon as possible." responded Marret.

"There is one minor problem, my liege," continued the kobold, "it appears a small Orc scouting party has made camp overlooking the entrance."

The king's nostrils flared briefly as a flash of anger crossed his face. "How may?" he asked, "Can they be dealt with using your local Necrites?"

Kikil concentrated for a moment. "There is only one campfire, I estimate between three and ten Orcs."

Marret drummed his fingers on the hilt of his swords, "Send Mikle and Terred to keep an eye on the camp whilst you send a couple of locals in that direction. Have the sentients use their bows to take out any sentries then set the locals on the rest. Make sure they all get infested, that way Nivren can hide the arrow wounds. The freebooters should put it down to a Necrite attack."

"Very well, sire." said the Kikil and scurried off to let Nivren know his services would soon be required.


The attack on the Orcs had gone off without a hitch. The single sentry had fallen with a single arrow to the throat and its five comrades had been quickly dispatched by Necrites. Mikle infested the sentries corpse and removed the arrow so Nivren could encourage its flesh to grow over the wound. Then the Necrites scattered into the wilds and the Formontine party entered the academy of Usuul.

In a small chamber just out of sight of the entrance Marret called a brief halt.

"We know little of the academy but I've heard it is inhabited by disciples of Scaanoar. I want us to avoid encountering them in groups but if we can capture one we can torture him for information or I can convert him to a sentient. Our main goal is the writings of Usuul related to his creation of the Necrites but feel free to pick up any books or artefacts you find, we can study them back in Formont."

Marret paused for moment and looked over his companions.

"We shall split into two groups, Terred, Pall and Nivren," he pointed to each as he spoke their names, "shall accompany me. Jereten shall lead the other group. Kikil and I will use the sentients as mouthpieces so we can keep in contact. I suspect that the surface levels have been picked clean assuming there was anything of value there to begin with so we shall focus on the underground. Jereten, your party will take the upper levels whilst I shall focus on the deeper." he gestured to Pall who opened up his pack, Marret reached in and pulled out two oilskin bundles, "In these are papers, quills and ink. We shall make maps as we go and rendezvous periodically to copy them to ease the exploration and egress, otherwise we shall only meet if one party finds anything interesting or encounters an obstacle that requires all of us to pass." he slowly passed his glance over his companions, finally alighting on Sir Jereten who's wrist he clasped in a warriors handshake, "We separate now and I wish you good luck. Let's hope we will soon be on our way back to Formont with the Orcs none the wiser."
 
If you would like to make an international incident out of a minor operation on a minor island some distance from your core territory that you're barely aware of whilst dealing with a certain amount of internal dissent, then be my guest. :p
 
RP war, man. JUST YOU WAIT TILL I GET SOME FREE TIME, THEN WE"LL SEE.
 
"GOBLINS!" shout the Centaur scouts. "Over the North Hills! they are headed towards the Twin River Clan!"
"Twin River?Hah, they must have a deathwish. The Twin River Clan is on the warpath. Harmath the Grey will surely enjoy this" said Halcyon, smiling. "Nontheless, call for Dragonscar's tribe. And call for the main Horde. We will feast on the Goblins. "
"Lord Halcyon, they are armed wiht human weapons!"
"And we are armed with Centaur weapons. Even you should know which one breaks first, scout.
"But, Lord Halcyon, there are too many Goblins! they may be easy to kill, but not even the Centaur Horde can stop them fully!"said the scout.
"Hmmph. me see Lord Halcyon need help." said Khan Barlun of the Eastern Plains.
"Yes, Khan Barlun. I do need help. And I will not take <no> for an answer."
"Khan Barlun accepts. but one condition: we draw first blood."
"Heheh. i'm glad to see the Centaur pride doesn't fade away in time of danger. If you fell like it, you might as well go right now--"
*sees Khan Barlun and his warriors charging downhill towards the Goblin war parties.*
"Well, call for the Main Horde and for the Twin River Clan. Goblin steak tonight." said Lord Halcyon.

Deep inside, Lord Halcyon was troubled. Goblins? The wretched creatures never dared to show face in Centaur lands before he united the Clans. Why would they strike now, when the Horde was the most powerful? Their new human weapons were not a surprise. If you're not centaur, you'd better have a spear when crossing the Plains of Brahn. Lord Halcyon deeply hated the rebellious Eastern Plains horde and their Khan, Barlun, this is why he allowed Barlun's pre-emptive strike. Lord Halcyon's only hope was that the demented Khan would halt the goblins enough for him to prepare the defenses of Twin River. Halcyon had a ace up his sleeve: the Twin River Clan was openly using Necromancy, and Halcyon himself was fond of his magical abilities.

meanwhile, Halcyon was considering all possibilities. Escaping through the mountain passes would be a good idea. the West Watch could defend the pass from the steep cliffs, with their accurate crossbows, but that would mean abandoning the Broken Horn Clan behind, as they will surely refuse to leave their sacred ruins.Another strategy would be a full frontal attack. Khan Barlun's atatck was going well, so it was probably the strategy they will use.

But Halcyon saw somethnig on the battlefield: the goblnis with spears were approaching. One Centaur could beat a spear-wielding goblin , or even two, in fair combat, but the problemw as that , with Goblins, fair combat was out of the question, and their tiny brains somehow got the idea to "divide and conquer", to separate centaurs from the attack group and gang up on them.

"Archers ready!" shouted Halcyon. "Aim for the spear-wielding ones!"
"FIRE!" ordered halcyon. the wave of arrows blackened the sky for a few moments, before falling like a rain of death on the tiny abominable creatures. None survived in the strike area, but the dead were quickly trampled by scores of goblins , eager to revenge their brethren.
One archer approached Halcyon.
"At this rate, we can keep it up for a whole week!"
"Only a weeks?" asked Halcyon.
"Well, it's not like we can't fight more, but we'll be out of arrows."
"Ah."

Khan barlun departs from the battlefield and approaches.
"See, Halcyon? nothing to worry about. Centaur strong." said Barlun.
Everyone noticed a Goblin on Barlun's back, desperately trying to bite Barlun's neck.
"Hey, I see you brought a friend" joked Halcyon.
"Wha? *notices goblin* Oh, that. *grabs goblin's head, and squeezes him sofly. The goblin's head explodes in a wave of green goo.* Gah, my pelt dirty!"
Halcyon can't help but laugh.
 
OOC: What about my party, also sent into the swamp, and my claims?
Actually, never mind. I'll give this a few more turns to see what happens. Retconning my civil war/ drop out, at least for now
OOC: Is the following an ok response to the swamp ship?

Glotsk gazed at the carnage from his position hiding in a large swamp tree. The orcish luitenant Mordwell, who was theoretically the leader of this expedition, had considered investigating the ship. However, when they found the wreck, they discovered that they were apparently late for the party. So far, their group of 10 special forces (5 orcs, 4 ghouls and an ogre) had waded slowly through the marsh. Unfortunatly, it seems that poor scouting and many wrong turns ment that others had gotten here first. Apparently, the ship had been occupied by some unknown faction which the Raevyllke party was now fighting. The ship's former occupants were losing, as the Hydra had chosen to attack them, and the Raevyllke had a battle mage. The size of their party looked to be about 20, maybe more (OOC: Glotsk thinks that the liberated scouts were part of the Raevyllke adventuring party, which he belives to be unusually large). The number of the ship's former occupants was unclear, though rapidly dwindling. Finally, after approximatly half an hour of combat, the resident faction was scattered or destroyed, and the Raevyllke battle mage pulvarized the ship.

Glotsk: It seems that the furries (OOC: ghoulish slur for Lycanthrope) are serious about this one. That was something like 30 people, with a battle mage, and evidently hardened warriors amongst them. It sure didn't look like a ragtag bunch of adventuring freelancers. Whoever was in that ship was hopelessly outmatched, likely by elite Lycanthrope troops. Which raises the question, why did the Raevyllke attack?

Mordwell: Maybe the locals had something important, which the lycanthropes wanted for themselves? In any case, there's more of them than us. We should wait it out, no reason to let them know were here.

Glotsk: Are you sure we can't get whatever artifact was in that ship from the other party?

Ardina (OOC: the ogre shaman): I detect signs of blood magic in that ship. Whoever was there was doing some form of sacrifice.

Mordwell: Sacrifice? The Raevyllke wouldn't take an artifact that relies on sacrificing the living. Wait for them to leave. Ardina, cast a spell to put the hydra to sleep.

Mordwell didn't know if the lycanthropes would take a sacrifice requiring artifact, but he was under orders to avoid confrontation, even if that meant a less desirable outcome.

Glotsk: I think you overestimate the kindness of Raevyllke. That nation slaughtered my people, with your hiered help I may add. Also, I thought hydra heads only sleep one at a time

Mordwell: Thats why I said that they wouldn't sacrifice "The living". Trust me, anything worth investigating there is still there, but at the bottom of the bog now. We'll have to do some swimming.

Ardina: I know that the smell of Bog Bush repels hydras, since that plant is poisonous. I can cast a spell that will cover us with bog bush scent, without us having to touch the plant

Before anyone could protest the stinky idea, Glotsk ordered the shaman to cast her spells (partially because he agreed with it, partially to take out his frustration at not being the first to the ship on the noses of his less battle hardened and apparently cowardly party members). Soon, the entire 10 person squad stank of Bog Bush, which apaprently served to repell not just hydras, but anything else with a nose that happened to be nearby.

Mordwell (holding his nose): Well, I think the hydra will probably flee at our approach. As soon as the Lycanthropes leave, move towards the wreackage. Try to find if there was anything useful there that the other party may have overlooked in the combat. Also, try to figure out who owned that place. After that, were taking a bath, right here, in this bog. Surly, even the peat can't smell THIS bad.

Glotsk couldn't help grinning. He had been on many wierd quests for the conglomerate, and this was nothing unusual. Moreover, there were many dead bodies left after the battle, mostly of the ship's former occupants. Dead bodies meant new ghouls and an opportunity for interrogation, an exciting prospect, to say the least.
 
Ailed told me that the Event was basically fluff to serve as a practice quest, but since he had to break this week he said I could finish it up as I pleased. Other than name-dropping the Cult of Totec he didn't specify an end goal, so if it makes you feel better you didn't miss out on anything. Go nuts on the stragglers. ;)

Speaking of which...


Exactly one week after the adventurers left Vittorn, the party returns in qualified triumph. While healing magic got the soldiers out of the ship and into the woods, the journey back was waylaid by the desperate scramble to scavenge enough provisions to keep the rescued men and women alive long enough to reach the city. And yet despite the group's fatigue, both physical and psychological, the providential soldiers maintain a defiant dignity as they march to the city's administrative offices even as their dishevelment attracts many stunned looks by passersby.

Indeed, when Prince Herlifur greets them in the courtyard, it takes him a minute before he regains control of his jaw. "Well don't just stand there!" he barks to the attending officers, "Get them surgeons!" As attendees are galvanized into action, the prince hurries to meet the adventure party.

"Your Highness," Hakkan bows. "The mission is complete; we rescued these soldiers from a cultist cell."

"Cultists?" he frowns.

"Followers of Totec. They were using their captures as sacrifices in some sort of blood ritual." He nods to Tarzic, who steps forward.

"We were unable to examine the site for long; Mildburh and I gathered what artifacts we could for proper examination." He pats his satchel.

"How are the soldiers?"

"Exhausted, hungry, shaken," the witch numbers off; "The state in which we found them was..." she gives a hesitant glance to the wolf, who even now bristles at the recollection, "Unconscionable."

The prince bows his head with a forlorn sigh. "How large is this cell?" he asks as he straightens up.

"'Bout a hunnert twenny?" Gudran puts in. "A'course, we couldn't get 'em all on account o' they broke off to fight th' hydra."

"A reprisal force will be dispatched forthwith."

"That will not be necessary," says Hakkan, "We took the liberty of destroying the ship; having lost their headquarters, they will presumably flee the area."

Turning to the rest of the party, the prince forces a smile. "Now then; it is only fitting that servants of the realm should receive recompense for services rendered..." The orc mocks humble surprise. "Please follow me." As the group withdraws into the administrative office, the prince addresses the tlaloc mage. "Know you the purpose of the ritual in which these cultists were engaged?"

"No, Your Highness, but a proper study of the items we recovered may provide insight."

"You may wish to consider visiting the Academy afterwards," he says, sharing a look with both magicians; "The tower-dwellers say knowledge is its own reward, so they should not object to a temporary diversion of their stipend towards a special commission."

There is a choking sound from the back of the group. Sweip can't help but grin as he catches sight of Gudran's expression.

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

Patrolling the halls of Scinanenwearf's Academy of Sciences is an elderly goblin named Ezohim. A young apprentice onboard a large trade ship, he became acquainted with the local engineering guild when the crew was held over for emergency repairs. What was supposed to take days dragged out into months, and by the time the expedition could set sail, both he and his master decided to pursue their fortunes within the Raevyllke. Decades later, he is an accredited academic and Chief of Engineering, well-respected despite a somewhat jaded view of his own profession.

As he passes through a corridor, he hears loud pops and the sound of juvenile laughter. He pushes the door open to find three students huddled about a small table. The shutters are drawn and the room is almost pitch-black. "Close the door, quick!" one calls. Hesitantly, he does so.

One of the students is holding a long shaft with a burning rope. He lowers it to a cast iron pan in the centre of the table. There is a sizzle and a bright flash, and the three students burst into giddy laughter.

"What in the name of the Great Architect are you boys doing?" calls the goblin impatiently. "This is the engineering wing, not the damn alchemical labs!"

"Do it again, do it again!" one says excitedly. He grabs a sheet of paper from the table behind him and pours some sort of sand onto the pan. The other student lowers the rope to the pan, and a split-second later there is another sizzle and flash, prompting giggles from the group.

Ezohim sniffs; there is a strange odour about the room, almost certainly from the powder. "You know, I am nearly at wit's end with you rapscallions. Be thankful your parents have been so generous in backing your tuition, or I should have you thrown out unto the street. And for Mandatum's sake, open a window before the fumes rot your brains any further." When he receives no acknowledgment, he huffs and turns about, rolling his eyes as he strides out of the room, not bothering the close the door. As a new hill is poured out, one of the lads takes a small malformed cup and places it overtop. The match-man slides the rope through a small gap, and there is a loud *pop* as the cup jumps up, catches on the pan's rim, and tumbles onto the floor.

Ezohim growls as the laughter follows him down the hall. One day...
 
Actually, I confirm dropping out of this game because my school starts soon, so I have to decrease my involvement in all forum games. Sorry. Will continue to follow this though, to see how it functions
 

Link to video.

T'was a fun run, and I'm sorry to see it go. I thought this was proof that you'd finally found your element. In a weird way it's kinda fortunate since I don't think I could've kept pace with the roleplay.

Ya did good, son.
 
I am sorry that I did not update and hence doomed the game to its end. :(

With uni lectures starting on Monday I will have to consider when to resurrect this game or start another. I ensure you that the experience with this has been quite helpful.

To this end I will promise to consider the victories and mistakes I have made to create a greater game sometimes in the foreseeable future. I may take the concept of the world of Cumhail and Hop's map to note. How I continue to find alternatives to the rigid stat based games I will set to focus on notions of considerations. I am pleased of the GMing experience and ensure to hunt for a game which story writing can be a de facto rule of the game.

I thank the great RP in this game. I may resurrect this in the near future or I may do another game, maybe in a different setting. What ever the case it was all worth it for the joy provided to the players.

The players are what make a IOT. I thank you all.
 
Back
Top Bottom