Intrigue of Magic

450 PC


Link to video.

"Go forth my students and spread the seeds of our knowledge across Cumhail."

Scaanoar to necromancer students he set forth to deploy necromancer schools just before beginning his crusade.

Year of the Phoenix

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Spoiler map of Cumhail :
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Spoiler player details :
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Spoiler NPC details :
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Tis has been a time of great change for Cumhail. Let it be known that the nations have been recovering from the Clash that has become central to Cumhail's consideration. The world is already seeing great and unusual powers emerge, eager to deploy their dominion in the world. Native or otherwise these powers eagerly prepare to have their fill... but will they survive this dangerous world? Will peace have claim or will wars emerge? Will science, magic and trade flourish? Will the civilizations of Cumhail withstand the test of time?

Occurrences to Challenge

Raevyllke: this kingdom of Lycanthrope grows gently... but it is in a shortage of iron. Rumour say that the north has iron but rumour also said that ghoulish dread packs lurk there looking for any living to convert into ghouls while feasting on dead travellers. What be the policy?

Great Kingdom of the Sea: under the seas the trade post of Manannán connects the surface Fomuri of the Great Kingdom of the Sea with the deep nations. Alas though krakens have been causing trouble for trade routes between the trade post and the Great Kingdom of the Sea. William III could not only secure his trade but also earn great prestige by warding off the krakens by what ever means are at hand.

Kingdom of Formont: dark blessing to the White King as he sits on his throne. His attention must come to a pest problem: a group of crusading humans known as the Poor Soldiers of the Holy Path have began to amass on the southern borders of the White Kingdom. They think they may be able to cleanse some of the necrites; the White King may think them as sport... unless he has another plot for these humans.

Aerion: these people of trees and sky are not to be undisturbed. Rumours have emerged of a goblin war band, headed by a "Baron" Alexis Cupidite, have been raiding the northern borders of Jannoo. These raiders are said to be in small number but must be dealt with to ensure security for Aerion.

High Technalate of Kunohir: the trollobins are low in population and are going to need to increase it. Since thy can reproduce in only low numbers due to trollish genetics and the distrust given to them by both trolls and goblins this will be a challenge. Rumours of human nomads wondering the northern borders might give a chance to gain some migrants...

Tlaloc Alliance: goblin raiders are a cliché and so the Tlatoc Allaince must endure the cliché as a band leaded by "General" Pesant Roc have taken to the southern borders. Clichés can be annoying but goblin raiders make for good war practice. Do what be needed to show the self proclaimed "General" that he needs a better army if he wants to take a foothold in Tlatoc land, let alone the entire Allaince!

Kingdom of Thenisra: the acemists of Thenisra are complaining about a lack of copper needed for some experiments. Your copper mines in your current land are empty; there are some copper in the direct east but the land has been sighted with a high number of beholders. Thankfully Thenisira is not reliant on magic; if they head for copper these beasts will simply prove for sport.

Nuifallash Mercenary Conglomerate: fleeing from Formont a party of humans have been captured by a party of trolls that are seeking to sell them to a ghoul necromancer for both particing of magic and to make ghouls out of the humans. The party has been located among the northern most tip of your borders. Fancy some heroic battle?

Naga Magocracy: a small of kraken have washed ashore on your northern coast... dead. The cause of death is unknown but it appears to have been down by burns. Who could have burned krakens in the sea? A mystery awaits... if you find it worth your while.

AA's nation: there is a goblin raiding party near you northern land headed by a Boss Or Rocher. They head not to your realm but are said to have stolen some loot from a trade cart and are carrying back to their hideout.

GM notes

  • I will do better events in the future I promise
  • Be sure to expand gently so that you may ensure your claimants in this dangerous world.
  • NPCs will expand but in a very, very limited manner.
  • I will be publishing the list of sites in a bit; I have still to complete the private map of the sites and hence apologise for the lateness of that.
  • Overall have fun; RP the lands you wish to claim, your policies, your responces to events and diplomacy. I will do my best with the NPCs and ensuring a enjoyable time for your days in Cumhail.

...and remember: goblin raiders ahoy!

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The High Technalate of Kunohir

For the position of High Technocrat to be successfully occupied,a trollobin has to be accepted by a council of 5 Technocrats But since the nation was new to the world,the system had yet to be tested.Every council member could propose legislation,policy change and research fields to the rest of the Council members.For such a proposal to pass,4 out of 6 votes from the Council members were needed,and to overrun the High Technocrat's veto they would need one more vote.

Time was passing,and yet no capable Technocrat had been found among the original Trollobins.Until,a new innovation was found among themselves.A trollobin accidentally had discovered a new chemical compound.During his research for an ingredient that could allegedly turn any metal into gold,by mixing nitric and other acids,he accidentially discovered a chemical compound that could dissolve some metals,including gold.

When the Technocrats found about his invention,they immediatly let him take over the position of the High Technocrat.He was named Subdryn I "the Inspired" for his will to find the mythical ingredient to turn metals into gold.As the High Technocrat,he had to solve many problems.The Trollobins,because of their troll genes,could not reproduce fast enough.With rumours passing around that there were human nomads close by,recon teams were sent to invite them to come to the High Technalate of Kunohir and settle down.He also encouraged the population to breed more,giving money to people with more than 4 children.He also equipped the army with new more durable weapons and armour and sent them to scout and conquer unsettled the areas near the capital of Kunohir.Furthermore,because of the need of a new weapon,the Technocrats together with Subdryn I began research on the mythical "Liquid Fire",seeking weapons and chemicals able to project fire that can burn even on the water!Such research would be hard,because first they would need to find out how to propel fire so far away...
 
Spoiler Order format explanation :
I'm experimenting with narrative orders, please ask for clarification if necessary. Unless otherwise stated everything in the 'orders' - including rumours, whispers and speculation - is accurate (at least in intention).


The living subjects of the White King are used to the presence of their Necrite fellow citizens and rarely have need to fear them. Recently, however, peasants in the southern provinces of Formont have been cowering in their homes at the passing of a Necrite horde the likes of which has not been seen since the dark days of the Formont Civil War. Commanding the horde is Jat, Wight Lord of Kinerfell and favoured vassal of Marret. Beside him ride the Order of the Tomb, a knightly order consisting Wights mounted upon Necrite horses. Whispers abound that the swords of the Poor Soldiers will soon be in service to the White King.

To the east the independent, mortal, baronies of the Kieldan peninsula fear that the eye of the Wight King has fallen upon them as raiding by the Dread Ships increases, threatening to cut their supply lines to the rest of the mortal world. The barons may already be considering how to respond to the inevitable ultimatum: swear fealty to Marret and gain immortality as a Wight in his service or take up arms despite the odds and risk an eternity of service in his horde. A decision no man could envy.

Marret said:
Decree on the Creatures Known as Ghouls

It is recognised by His Majesty that the nature of the ghoul is inimical to the blessed resurrection promised to the subjects of Formont.

It is further recognised that the ghoulish canker may be passed to all mortals, even those prepared for eventual resurrection.

Therefore it is decreed that the race known as ghouls is anathema within the Kingdom of Formont and beyond the protection of its laws. Any subject encountering such a creature is required to attempt to slay it or report it to their lord. A bounty shall be paid to any citizen presenting a pair of ghoul fangs to their lord's castle. Any subject found to be sheltering, feeding or otherwise protecting such a creature shall be subject to immediate resurrection.
Marret, R
 
The Eliim Cliffside Peoples

They say our home is on the sea,
They say we wander without rest,
They think we are forever free,
And that our homes are but jest,

But we are more than they do know,
For though the sea was our home,
I shall to no watery grave go,
but be buried by the waters foam.

And thus on the horizon shall I keep min eye,
Waiting for the good next tide,
Beneath the shrill cliffbird's cry,
Continually shall I bide.

- Extract from the Dreaming from the Cliffs by Eliim​


Hundreds of years ago the coasts of the island that its Cliffside inhabitants call Eth was plagued by piracy. The Wesh Faeries of Eth were feared throughout the world from the Southern Archipelagos to the Northern Continents. Their reach knew no bounds and neither did their wealth. However as time went on the richest of the pirates began to bury their treasures in the caves around their secret bases on Eth. The Wesh Faeries usually have no need to step foot on land and in that day very few would ever have made landfall in their lives. Everything they had was stolen; the ships, the supplies and all else that was necessary; anything you needed you took by force. But often there were things that could not be stolen and thus the Wesh Faeries developed a great ingenuity and were able to cobble together all else they needed from what they could steal.
This is why the social change was so great when some of the Captains, reluctant to let their plunder sit idly to be stolen, began to take up permanent residence in the caves of the cliffs of Eth. Many of the hard line Wesh Faeries believed that this was a mistake and that it would lead to a decline in their culture. But instead the opposite happened.
The settled down Faeries were so powerful that they were able to send out their ships to find whatever they needed and they began to carve great palaces into the cliffs. Craftsmen and Artisans were needed and the ingenuity of the Wesh Pirates was put to good work with sculpture and cliffside architecture - cliffside being a term used to refer to holdings within the side of the cliff, the Pirates never built out above the cliffs preferring the illusion of being close to the sea that the salty air provided as it blew in from the sea front. This cultural explosion however was incompatible with the pirate way of life. The Wesh Faeries had always been divided, cultures; just as willing to prey on their own as others. Then came Eliim, a resident of the cliff side cities who went on to become a poet and a bard who's songs, verse and plays were looked to throughout the Wesh Faerie Pirates of all kinds. His writing brought together the people and planted in his mind the idea of a unified nation of the Wesh Faeries.
The notion was powerful and it soon caught on among the cave dwellers. The most powerful Pirates started meeting to discuss matters of politics, resource trades and alliance. However this was opposed by many of the hard line pirates and so a fleet was assembled against this threat to their culture. This council of pirates opposed to having councils of pirates was unsuccessful in deciding anything apart from one act; a raid to capture and kill the poet Eliim. The raid was successful and Eliim was killed just as his most radical poem yet was nearing completion. With Eliim dead the cliffside pirates organised a retaliatory strike against the sea pirates and saw many of them eliminated by the more unified Cliffside Fleet.
A state funeral was proposed for Eliim however there was yet no unified state. I acceptance of this the Cliffside city of Arilif where Eliim was from took on the duty of embalming and preserving Eliim's body until such a day that all of the Cliffside cities were united in a single state. Eliims last poem, Dreams from the Cliffs was published posthumously and served as an anthem for all those pro-unification. Eliim was made a martyr of the Wesh Faerie cause and became even more of a national hero. Decades later when the first part of a Unified state emerged they called themselves The Eliim Cliffside Peoples in memory of their hero. Though only about a third of the cliffside cities were unified; the others were mostly willing and accepting of the notion of a single Cliffside sate.

Government: A council of the Cliffside Pirate Lords meet in Arilif, this council includes the Cliffside Pirate Lords not yet part of the unified state as observers. Succession of pirates is a very slippery procedure but generally the most powerful Captain under the Lord's command becomes the new Lord. Two heads of council are voted positions and each one has the right to veto the decisions of the other.
Species: Wesh Faeries, a subspecies of the Fairy.
The Wesh Faerie is not like any other kind of Fairy. It is taller and it has no wings. All Wesh Faeries have a natural bond with the sea and they all have a pale blue skin colour. Unlike other types of Fairy the Wesh do use technology that they have developed they are generally seen to have more ingenuity and tenacity than normal Fairys. They can all swim from birth and those born at sea are often born with wider feet for better balance. This feature suggests that the gestation period has a large effect on the development and adaptation of the Wesh Faeries. Further evidence of this is suggested by the eyes of those born in caves, who are more receptive to light. It is probably that these features are passed down from the mother where certain biological triggers can cause adaptations to come to the front when they may normally have not. Wesh Faeries mate for life and thus during there pirate years were seen as a blessing by some communities who had been plagued by other pirates as Wesh Faeries are completely monogamous.
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Decrees of the Huecalpixqui
I. The consolidation of Religion
As when the Calendar was formed and Coaili was shaped, the arguments within our empire about the faith must stop.
Official Tlalocutzin doctrine shall be as follows:
  • Tonalamatl and Iztlacatini are seperate Entities
  • Tlaloc is the sole Ancestor of the Tlalocutzin and none other shall ever hold that title
  • Totecicatumen and all who follow the Iztlacatini-Totecicatumen are branded heretics
  • All Monotheists are branded heretics
  • The city of Tocitzin, if found, must never be touched by Tlalocutzin sight, for it is heretical
  • Tetlanochili and Tlacatecolotl are not true Brothers of Tlaloc
  • All who deny these claims will be tried by the Iztlacmitl-Iztlacatini
Punishments are as follows:
  • Death by Fire - to be set on fire at the great Calendar Hall at Tlatocacalli, and then having one's heart roasted and presented to Tonalamatl
  • Death by Air - to be set free at the highest point of the Realm, Mount Xiptepecas, dressed as a Quetzalcoatl. He must then fly off the mountain or be impaled upon our spears
  • Death by Earth - to be crushed under a great wheel at the Calendar Hall at Tlatocacalli, and the remains to be used to paint said wheel with one's crimes
  • Death by Water - To be fed molten Gold and Silver
  • Death by Exile . To be forced to live a life of exile in the unclaimed lands to the North. Should the convicted ever return to our society, consider him an outlaw and enemy of the state.
II. The Wars of the Blossom
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For too long have we killed each other during the Iztlacatini Qatal. We must band together, not as cities, but as the Alliance, and take the fight to our true enemies, the
Tetlanochili, Tlacateotl, and any such demonic creatures. As such, rather than slaughter each other in the name of tradition, we shall instead band together every Iztlacatini Qatal and seek out raiders within our kingdom! And then further, We shall expand in a Northerly direction, and all those who refuse shall suffer death by Fire.
III. Offer of Contract of Alliance to the Tlalocutzin Consul
We offer the Fellowship of Meztli to join in our Alliance, if not de facto then de jure, for all Tlaloc are to be united under one banner. If you refuse, however, you will be the target of many a War of the Blossom.
IV. State of Other Races in the empire
It is known by the Huecalpixqui that men, goblins and other races live, or will eventually live, within the confines of the empire. As such it is wise to implement the Legislation that will allow these people to live in our empire.
  • Trolls, Goblins, Orcs, Ogres and Trollobins - These are only fit to be the slaves of the Tlalocutzin, for they did not follow Tlaloc when he became our Ancestor. Any free Tlalocutzin may own as many of these as he can support. Prices are fixed to a population census that will be conducted regularly. None of these races may ever harm a Tlalocutzin, lest they end up on the altar.
  • Fairies - Fairies are free, but must stay within their cities in our Alliance, so as to ensure that they do not infringe upon the property of proper Tlalocutzin
  • Kobolds - for Kobolds the rules are equal to the Fairies.
  • Ghouls - it is an issue what we do with these. They may live within our lands, but must stay a mile from concentrated Tlalocutzin settlement. If they come to close, or convert a Tlalocutzin, then they are to be burnt in their undeath.
  • Fomori - Fomori are ignorable as they merely live in the sea, we do not care for their society
  • Naga - The Naga are allowed into the cities, provided they never use magic. If one Naga uses magic, the entire population in a city will suffer, lest they follow suit.
  • Oni - Oni are more civilized than their ogre brethren, but must stay within their Cities or face execution
  • Troglodytes - Troglodytes are expected to stay underground. If they interfere with our business, we shall lead Wars of the Blossoms against them
  • Aerions - Aerions are not expected within the cities of the Alliance but may travel through them as they wish, provided they abide by law.
  • Imps - Imps are to be murdered on sight.
  • Humans - Humans may live in their Cities and travel into ours, but must abide by law. Humans are allowed to become Tlalocutzin "men", and when they do, count as Tlalocutzin.
  • Lycanthropes are just as bad as Ghouls and must abide by the same laws as these creatures.
  • The Undead and Necrites must live with the Ghouls and Lycanthropes.
  • Minotaurs are terrible creatures and are to be considered slaves.

Development report: Fire of Iztlacatini
Fire of Itzalcatini is created through imbuing various liquids with magic. It will only ignite once it touches another surface. In heavily forested areas of the world, and on sea, will this allow us to have a definite edge over everyone else. It is not entirely safe yet, however, so this report recommends waiting for another year.
-Your Humble servant, Tizocicatzin

orders in more sensible way:
Spoiler :
Offer an alliance to the Tlaloc NPC
Expand to the north if possible
Massacre all the non-tlaloc, non-human, non-aerionsnothing else :mischief:

Translations:
Spoiler :

Huecalpixqui - Emperor, King, Ruler
Coaili - World, Earth
Tlalocutzin - Tlaloc as a race
Tonalamatl - The sacred Calendar
Iztlacatini - The Trickster God
Totecicatumen - Xipe Totec
Iztlacatini-Totecicatumen - Cult of Totec
Xiptepecas - Creation
Iztlacatini Qatal - Days of Iztlacatini, the two last days and first three days of the year, where anarchy reigns in the Alliance
Tetlanochili - Goblin, Demon
Tlacatecolotl - Orc, Demon
Iztlacmitl-Iztlacatini - Literally "God's Poisoned Arrow", religious laws
Quetzalcoatl - Aerion or Garuda, a flying humanoid
 
Since the current descriptor looks ungodly on an official spreadsheet, feel free to substitute "aristocracy".

It was sort of mentioned in the post, but just to confirm, we probably want to survey the land before we stake a claim to it, aye?

Faim Syndical
Capital: Mise
Mise is in this game?! :p
 
...and so the map record gets updated by sounds of pleasure as the GM welcomes RC into the game! :D

Spoiler da updated map :
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It is possible a good moment to introduce...

The Great Sites

There are places that have been notable for being a place of challenging note. Be it kept for prestige, set for adventurers to follow or even places most dangerous these are the places you will eager to seek... plus there are 4 special settlements located in the sea (as well as one "standing" settlement) to consider for trade RP! :D

Here be the list.

Spoiler the list of sights to see! :
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These places are a design for RP and challenge.

I did a key for a special map to show the sites. Note the sites will reveal themselves as you claim the sites or in faces of marine sites you have influence over that water somehow be it perhaps in gaining nearby provinces. The orange are the 5 sea trade settlements, 4 located in the ocean itself.

The numbers range basically the danger level, with X marking the world changing occurrences with these places; be it the demon and angel gates in Troyn and the Citidel of Ysbal respectfully, to the dimensional properties of Mount Draco and finally the horrors of the Sleeper's Lair. In the end these will be places of journel...

...and places of DOOM! :eek:

The current locations founded be Colleishdhoo (located in the capital of Baase) and the trade posts.

Any rate: here is what we know so far, provided on a otherwise blank map to allow easiness for the GM to cut and past from the private map of sites.

Spoiler map of sites. Baase's tourism ratings increased? :
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Seek out the sites of adventure and set forth adventurers to explore for great justice! :D

Telling them the dangers is optional. :mischief:
 
Ailed, you did my claims wrong.

You missed out the one that's meant to be my capital.
 
The Lands of Formont

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Capital Province - Formont
2 - Nerian
3 - Kinerfell
4 - Fiterein
5 - Pel
6 & 7 - Kieldan Peninsula
 
Dramatis personæ​

Fennik One of the two High Lords of the Eliim Council. Fennik is one of the most powerful Pirate Lords who is the current holder of the largest of the Cliffside Cities Arilif. He came to this position not through claiming the position with his strength as many leaders do upon succession, he was in fact an undisputed appointed successor. The Main reason why it is suspected that the previous Lord appointed him and why the appointment went unchallenged on succession is that Fennik is a direct descendant of Eliim himself. Fennik shares many of the same values as his ancestors and is one of the largest voices pro-unification with the other Cliffside cities. He is very open towards others of his own species however hold a similar viewpoint to the rest of his people on outsiders - they are not of us and we should not be of them. He is xenophobic though is not actively aggressive to the other non-Wesh Faerie races. He is relatively young at only 22 and sometimes is inexperience gets the better of him at the council.

Harrogate Harrogate is the other of the High Lords and contrasts quite starkly towards Fennik. Though Fennik is often seen as a more liberal and soft leader Harrogate is always the voice of caution on the council. He is pro-unity but he is also wary of the consequences and speaks out for those who are not pro-unity. He is sen as a fair judge and arbitrator and is often spoken of as the wisest of the Wesh Faeries. He is about the same age as Fennik at 24 but does not seem so young, he is wise and respected where Fennik is rash. Together they are seen as the greatest pair of leaders the nation has seen.

Grechen Grechen is certainly not Pro-unity, neither does he have a Cliffside city however it is important to mention him here as he still has large influence. He is the most feared and notorious pirate to sail the world. His flagship, The Good health is the largest ship that sails the seas and his crew are fearsome to the last. He was the creator of the raid that took the life of Eliim 147 years ago and since that time he has remained completely against unity and even settlement. He is the most hard line of the hard lines and is feared across Cumahil.

Terry Terry is Pirate Lady of the city of Drath and is a pro-unity voice on the council. She is however often opposed to the voices of the High Lords as she is also in favour of the use of force to oppose those who do not support unity. She has been on a decades long hunt for Grechen and considers him her archrival she is very powerful and not to be underestimated. She also holds a lot of sway over the council especially since her 18th child Yerra became Pirate Lady of Boythm.


Also here is a map I made to indicate the situation:
The areas lined in grey show the extent of the Cliffside city territories however only those with flags represent cities within the Union. The capital Arilif is marked with a larger flag. The two cities to the east of it are Gertrum and Jering. The Union city to west is Dorgyll and on the far coast the union cities from notth to south are : Boythm, Durhim, Andersby, Hallby and Hamby. Drath is located on the norther headland but is as of yet not in the union, differences with Grechen have stalled its application. Hundreds of other cliffside settlements and a dozen other cliffside cities exist along the rocky coast of Eth the majority of which have petitioned for entrance to the Union but have not yet been accepted.
It is also worth noting that the lands in the center of the island are mostly inhabited by orkish tribes some even live above the ground in which Wesh Faeries dwell. There is very little contact with the surface. The Mountain range down the back of Eth is know to the Wesh Faeries as Hambien, which is Wesh for Land Wave it being called this due to the ups and downs like a wave. The Wesh refer to the Volcano by the same name as the Lycanthrope. The Coastline of Eth is one of the rockiest and most treacherous in the world hence why it was made the home of the Wesh Faeries. There are very very few beaches or gentle seafronts and the majority of the coast is dominated by towering cliffs of various geologies.
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Sweet, geographic continuity. :p

Still waiting for an answer, Ailed.
 
I saw the word "mise" as a "used in phases" when looking for the French for capital for the capital of the goblin kingdom: it look like a good name for a ogre capital.
 
The line above that, ya goof.
 
Oops: sorry Thor.

You could survey the land to help check resources as well to see how safe it is. I will give you the report! :D
 
King Ewar sat in his perch high atop the royal tree, sipping his daily cup of kaaul. He heard a breeze shoot past him as General Eald, head of the Aerion army, landed next to him. “Eald, what brings you here at this hour?” King Ewar asked. The sun had just begun to rise over the treetop, and slim sunbeams brightened the platform. “I don’t mean to bring you any alarm, your highness, but we have found a goblin scout patrolling our border. When we confronted him, he wounded one of our soldiers, but we were able to disarm him and bind his wrists. We thought you might like to see him, if you had any questions to ask him.” Eald informed him. “Yes, of course. I shall be down in a few minutes.” Ewar responded, taking another sip of his kaaul.

Kaaul: The Aerion equivalent of coffee. It is brewed from Karn seeds, which grow in the underbrush of the Aerion forests.

Ewar arrived in the field outside the town, noticing the small group of Aerion soldiers that were circled around something. As he got closer, he noticed a goblin in the center of the circle, crouched down with his wrists tied behind his back. One of the Aerion soldiers, holding a goblin sword and jagged shield, motioned for Ewar to come to them. Along with the soldier who held the goblin’s weapons, there were 4 other soldiers and General Eald. One of the soldiers had his wing bandaged with blood-soaked gauze. The other 3 soldiers were circled around the goblin, one holding a Aerion crank-bow to the goblin’s head.

“King Ewar, what do you want us to do with him?” the soldier with the crank bow asked Ewar. “Let him go,” Ewar responded, “but first I have some questions to ask him.” Ewar walked over to the goblin, crouching down in front of him. “Where did you come from, warrior?” Ewar asked. The goblin then made an attempt to headbutt Ewar, which was dodged, leaving the goblin face down in the grass. “Let me ask you again. Where did you come from?” The goblin sat for a minute, then answered. “I-I-I came from the north, we-we’ve got an outpost up there. Ju-just let me go.” Ewar stepped back, then nodded to the soldier holding the crank bow. *SHIK* the arrow fired out of the bow.

The arrow shot through the rope, releasing the bindings on the goblin. The goblin gasped, then ran. “Why did you let him go?” one of the soldiers asked. “He has no weapons, no food. How long do you think he’ll last out there?” the king responded. The soldiers went back to the barracks as Ewar flew back to his perch. He sat back down, and he took another sip of his kaaul.

Claims/orders/stuff n' thangs:


Tan is the stuff I want to claim.
Light green is the stuff I want to search for goblin hideouts.
Dark green is the stuff I want to both claim and search for goblin hideouts.
 
To the most esteemed king Ewar of the Quetzalcoatl
From the Aide of the Huecalpixqui, who makes the Earth tremble in awe

Oh most esteemed king,
we have heard much of this drink that your feathered men drink, the one you call Kaaul. It sounds like the most wondrous of plants and drinks, on par with the drink made from the Plant of Iztlacatini. Would you be willing to trade some of the seeds used to make this drink and the way to make it with some of our Plant and the way to prepare that into the Drink we make from it? We would arrange caravans if necessary.
 
To the Aide of the Huecalpixqui
From King Ewar of the Aerion


That sounds like a delightful deal, we shall send a fleet of airborne caravans over immediately.
 
The Dead Throne groaned under Marret's weight as he settled on it to await the arrival of the mortwright. As usual a smile flickered across his thin, white lips at the sound of the rebel leader's discomfort.
"The Lord Mortwright of Fiterein," announced the herald - mortal of course, Necrites make excellent soldiers and reasonable furniture but very poor servants.
"What do you have for me, Gelen?" asked the White King, "I can sense you have some specimens in the hall."
"Your Majesty is as perceptive as ever," replied the flesh-crafter, gesturing for the herald to admit two Necrites that appeared to be wearing some form of leather cloak.
"What's so special about them?" Marret enquired.
The mortwright gestured again and the Necrites spread their arms to reveal the 'cloaks' were in fact flaps of skin, the king raised his eyebrow.
"The skin flaps will catch the winds and allow them to briefly glide, like a sycamore seed."
"Thus allowing them to crest the walls of an enemy keep when launched by a Goliath or Behemoth. Very good, Gelen, begin production immediately. The Kieldanian's won't know what hit them."
 
A cloaked figure floats down the alleys of Haaphavn's seedier quarter, skipping to and fro as it dodges the trash and sewage overflowing from the waste canals, freshly renovated two years ago but already vandalized into disrepair. It weaves up and down the back streets, swiftly and silently as a ghost, a white-tipped tail occasionally peeking out from beneath the cape that billows behind. The figure passes unnoticed by most of the neighbourhood's denizens save for one inebriated wolf, but knowing exactly what sort of professionals dwell in the area, keeps to himself lest he be granted a private inspection of an assassin's dagger.

The figure slows pace, halting at an alley corner to catch its breath. Almost immediately, it finds a knife to its throat as a fellow entrepreneur takes the opportunity to introduce itself. "Well, well," a tlaloc voice rumbles, "Don't usually meet new faces 'round here." He leans his face in close to the figure's neck and takes a long breath as if sampling perfume, then rumbles contentedly. "And high society, to boot! You know, this really isn't a tourist-friendly neighbourhood; lots of unsavoury folks around here," he chortles. "Luckily for you, I am the local insurance broker, and can guarantee your safety... for a reasonable price."

In a lightning motion, the figure grabs the assailant's wrist, twisting his arm backward as it twists out from under him, pressing its own dagger lightly against his ribs. The thug's face freezes as his eyes fall to the hand gripping him, hissing as he spies the signet ring. "You are aware," teases a silky feminine voice, "That taking arms against your sovereign is a capital offence?"

"D-D-Did I not mention the government employee discount?" he stutters with a terrified grin, "T-T-Two hundred percent off!" With his free hand, he reaches beneath his robes and begins loosing bags that hit the ground with tell-tale clinks. Satisfied, the figure releases her grip, and the ersatz insurance agent skitters up an awning and off across the rooftops. The figure makes a sweeping glance around the alley, then scoops up the bags in one fluid motion before continuing on.

Twenty minutes later, the figure approaches the main gate of Vittborg, the grand, sprawling castle that overlooks the city harbour and serves as capitol of the kingdom. The looks of the guardsmen turn from suspicion to embarrassment as she drops the hood of her cloak, revealing the visage of a fox with dazzling silver fur. "Productive morning, Your Highness?" calls one of the sentries, prompting a few confused glances from foreign visitors passing through the gatehouse.

"Quite," she smiles.

Vittborg's courtyard is practically a town in of itself, the castle designed to accommodate most of the city during a siege. Clinging to the fortress walls are a variety of shops civil and military alike, courtiers and commoners intermingling with foreign traders and dignitaries. Behind a second set of walls rises the main keep, an aesthetically-bland but functional tower from which one can observe the entire city. Its main entrance leads into a spacious and well-lit hallway that branches off in two directions. Scattered along the walls are stone benches and some potted plants. The Queen sits down on one of the benches and proceeds to line out the coin purses, seven in all, in descending order of size. She then simply watches as courtiers come and go, hailing her as they pass, some stopping to converse in matters of state. To a visitor, the breakdown of any semblance of officialism is absurd to the point of farce; to Raevyllke, it is business as usual.

The Queen perks up as she spies a wolf with reddish fur and grey highlights in a pattern inverse of a grey fox, in conversation with a pair of ministers. She waves at him excitedly, then pats the space next to her. He dismisses his companions; as he approaches the monarch his eyes roam over the coin purses and her street clothes, and he sighs wearily as he sits down. "I do wish Your Majesty would refrain from such reckless behaviour," he says, in the tone of one who has issued the same chastisement countless times before but who knows he will never effect change.

"Torsten loved it," she replies, "It's how we met. Have I recounted the story?"

"At each and every opportunity."

"Perhaps one day it will sink in," she grins cheekily.

The wolf gives a wan smile and a sidelong glance. "Your Majesty is bored," he declares. "All this gallivanting off into the countryside is Your Majesty's means of finding a cheap thrill."

"Cheap!" she barks in mock offence, "Unorthodox, yes; dangerous, it may be; exhilarating, without question; but I assure you, sir, it is not cheap."

"One supposes one should be thankful that it does not incur a monetary cost of any sort," he muses, "Insofar as the realm's finances are concerned."

The Queen wraps her arm around her agent's shoulder, leaning against him as though they were two old friends at the tavern. "But do tell me, Ranvild, in your position as Viceroy—and do speak in all honesty for I have no desire for yes-manning—is not the monarch duty-bound to provide for her subjects? And is it not prudent, therefore, that she should know the totality of the conditions within which her subjects conduct their daily lives?"

The Viceroy leans back against the wall, exhaling deeply but with a smile on his face. "Your Majesty's rationale proves unassailable as always," he says as he stares at the ceiling. Then, turning to her: "And what exotic treasures have we attained thereby today?"

They sit up, the Queen extricating herself to hand over the purses. "Vast hoards of precious jewels," she narrates, "Snatched from the dens of those most ancient and terrible creatures, the vigilante taxmen."

The Viceroy opens each purse in turn and examines the coins inside. "This is a fair sum," he notes, "How many people?"

"Only two; four bags and three."

"The same district?"

"The same," she nods, with a look of sadness. "I shall of course trust in you to find an appropriate venue for reinvesting it back into the neighbourhood." The Viceroy nods, and the Queen rises to leave.

"A matter of importance, Your Highness," he calls, setting aside the purses to stand. "We have received reports from Blotskig that ghouls have infested the wetlands to the west."

The Queen's face changes instantly, her previous jocular air replaced by cold steel. "How many?"

"The size is indeterminate, but rumours of large packs. Word is they prey on travellers through the mountain pass."

"West of Blotskig is troll country; surely they would have dealt with this themselves?"

"If the trolls keep to the foothills and the horde to the valley, their territory would not overlap enough to provoke open war."

"Send some scouts up the river," she orders, "And dispatch troll envoys to the region; find out what the locals know. I will instruct Rasmus to mobilize the troops; if it is an organized group, we will have a fight on our hands."

The Viceroy bows deeply, quickly collects the purses, and hurriedly sets off from whence he came. The Queen heads in the opposite direction with the same ghostly swiftness as in the alleys, but with the posture of a leader intent on anything but concealment.
 
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