Intrigue of Magic

OOC: Is this ok, or do the ruins of Slava and Ishtar have backstories incompatible with my orcs having battled there in the divine war (in which case I will replace them with generic city names in the calendar)
 
OOC: Is this ok, or do the ruins of Slava and Ishtar have backstories incompatible with my orcs having battled there in the divine war (in which case I will replace them with generic city names in the calendar)

I like to keep things secret as possible but I will take this time to reveal some information. :D

Fort Slava is on a medium size isle in one way or another.

Ishtar is in a very, very central position.

As for Slava: I guess we can have it been bought down by Balor's forces, although we going to need to mark places visited by Mandatum in consideration; I encourage players to relate to places in their connections...

Of course diplomacy is necessary and the sites, notably 4 onwards and specially 7 onwards are very good at holding secrets.

Anyway: reminder that noon Monday UK time is the next turn.
 
True, and I now have an excuse to send some of my lads on a quest to rediscover the lost victories of their ancestors... Commence Adventuring!
 
Varreven champions are truly a sight to behold. Poached from the largest and strongest in a clan's generation, subjected to a training regimen so brutal as to make orcs skittish, these warriors can literally take on a dozen lesser foes and emerge with only superficial injuries before accounting for their healing abilities. Hakkan is one such elite warrior; standing ten feet tall when fully erect, porting a combination of scale mail and a lightweight but deceptively resilient armour woven from wetland hemp, the snow-white wolf looks like an ironclad archangel as he creeps through the woodland, a company of soldiers in tow.

They are the main contingent of one of the scouting parties dispatched in search of the ghouls lurking west of Blotskig County. It is their second day paddling up the Yelwaznakko River with no sign of the monsters, but as they delve deeper into the borderland, expectations—and ominous signs—increase. The marshy forests are withered and bleached and the air has an acrid smell, as though the ghouls are sapping the life out of the fauna the way they drain other creatures. When the forward navigators spied shadowy movement in the tree canopy bearing the tell-tale signs of organized observation, the canoes turned to shore and the expedition, roughly one hundred eighty soldiers total, spread out to investigate. Hakkan heads a group of fifty-six, most varreven and human-dualist soldiers with a mix of weaponry: shortswords, shortbows, and krokspiuten, halberds of varreven design with long, talon-like hooks to pin an enemy for a coup de grâce by a fellow soldier. Supporting the soldiers are four mages around whom the group forms a protective circle.

Hakkan crouches as he approaches a sudden drop in the mound, raising his hand as a signal to halt. The soldiers scan their surroundings, ears flicking left and right. He gestures for the group to close in; crouching as he does, they shuffle forward until the front line shares his field of view. A few heads jerk up, hearing the bending of branches and rustle of leaves. "They're close," he whispers, then gestures to a clearing below. Pale figures are huddled around a fire pit, sharing what passes for a meal.

"Didn't know they cooked," mutters a swordsman.

"Not that many," says another.

"There's more," the champion cautions, peering about the canopy above them. Slowly, silently, he unsheathes his broadsword. "Archers forward," he breathes, and those in the forward line draw arrows, taking aim at the unsuspecting camp. "Loose!" The air hisses as the projectiles let fly, downing many of the figures instantly. Hollow howls erupt from the camp, and immediately the woods are filled with rustling leaves and snapping branches as an unseen horde closes in. Stealth forfeited, the soldiers rise to their feet and draw their weapons, frantically scanning the dense underbrush for the encroaching ghouls.

Down in the valley, the camp survivors are joined by bands further afield before rushing toward their ambushers. "At will!" cries Hakken, and the archers on the ridge proceed to notch and loose as quickly as they can as their fellows draw, maintaining the wheel as they brace for the onslaught. The first wave hits them from the east; a volley of arrows rips through the first wave before the second closes striking distance. Confronting the soldiers are lanky creatures, a mix of humans, orcs, goblins, and others, ghostly pale skin clinging to emaciated limbs. Their eyes, sunk into the skull, have a sickly jaundiced sheen, irises devoid of colour, pupils pinpricks even in the shade of the forest. What clothing they wear is dirty and torn, armour decayed to the point of uselessness. They charge with mouths agape and unearthly screams; most are unarmed, baring hands with distended nails; some have small daggers or broken swords. The air rings with clings and clanks as they crash into the outer line; the swordsmen buffet them back with their shields before running them through. When a space appears, the line ducks and the archers loose another volley into the wave, while the mages fire off energy bursts whenever they find an opportunity. The line holds, but the ghouls don't relent; some skitter up the trees and try to ambush the mages from above, but are shot down by the archers or impaled by the halberdiers forming the inner circle.

Hakkan knows their position is untenable and orders a retreat to the shore. The group tries to keep formation as it hastily falls back but finds itself almost immobile. One of the mages fires a spell directly skyward and those that can cover their ears; two seconds later there is a loud bang, briefly stunning the ghouls. The troop uses the distraction to break formation and make a run for the canoes, swordsmen cutting down the monsters running to meet them while the archers pick off pursuers. They reorganize into a defensive line in front of the boats; with a defined front and more room to manoeuvre, the infantry spread out, putting more distance between the line and the mages and allowing the archers to fire unobstructed. Hakkan rushes forward to draw some of the ghouls off the line, swinging his sword left and right like a fat scythe. Soon enough they swarm him, grasping and clawing at anything within reach; his professional technique rapidly switches to animalistic savagery as he bites, punches and kicks his assailants in a flurry of lupine fury. The soldiers look on in disbelief and a small degree of panic, the mages preoccupied and the archers unwilling to risk hitting him by mistake. Their leader's armour damaged and his fur matted with blood, they shout for him to fall back.

But Hakkan orders them to hold the line. He is in little danger; a ghoul wraps itself around his arm, only for him to raise it to his face and bite its neck. He shakes off the dead ghoul, then reaches behind and grabs one clambering up his back by its head, tossing it against a tree with a satisfying crack. The line does its best to assist by cutting down those around him. Suddenly there is a shout to their east, followed by a nigh-inaudible hiss and a string of fleshy pfuts as scores of ghouls fall dead, arrows protruding from their bodies. In a single cry, a wave of swordsmen rush into the wounded flank; the second scout group, recognizing the bang as a distress signal, has made haste to Hakkan. The ghouls are soon cut down to size and flee.

The adrenaline wears off and the exhausted soldiers sink to their knees, reinforcements quickly making their way over to tend to the wounded; cuts and bruises, a few fractures, but no fatalities, and, ultimately, no long-term damage. Hakkan takes a moment to collect himself, the gashes already healing. He returns to the group and finds the officer of the splinter party. "Looks like we found 'em," he says nonchalantly. The officer gives a nervous smile. "Yourself?"

"Nought but the wretched woods," he replies. He looks over the ghoulish corpses in equal parts disgust and worry. "This must be two hundred at least."

"And you only saw those which we were fighting presently." He nods up the hill. The officer's eyes blow wide as he processes the number. "If the other parties report similar numbers, it's almost certainly worse than we assumed."

"In any event, I think our work here is done," say the officer.

"I could not agree with you more," replies the champion. "Let's round up Kennet's group and report to Sumpby post-haste."


Scout the designated territories to determine strength of ghoulish presence, and negotiate support from local communities if applicable.

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"No, we do not have copper available at the moment," Zharkos said for the thirteenth time that day. The irate customer, a burly brackish lizard covered in scars, scowled at him, as though it was the alchemist's fault. It was an all too familiar feeling. "Look, I've been sending my assistant down to the storehouses every hour on the hour, there is NO copper there. If you want it so badly, go down there and wait for it yourself. Now move your tail, I have more customers."

The kobold snarled again, but didn't seem willing to start something over a hunk of metal. He barged out through the door, barely missing the emerald-uniformed kobold coming in.

"Good day, sir. Do you by any chance have anything to prevent tailmold?"

"Tailmold?" Zharkos repeated. "If I'm correct, that's not a local ailment."

"Astute as always, Zharkos," the kobold said, throwing down a few gold coins. "My unit is moving east to flush out the beholders. They won't be much trouble, it's just the local bugs that need to be dealt with. All to keep the copper flowing, right?"

"I prefer pyrite myself. Much more stable." Zharkos took a moment to ponder. "You'll want something that prevents and treats tailmold as well. It's a nasty infection, and can catch in minutes. I have just the thing. Stings a bit when applied, but damned effective. Wait here."

His assistant Vyr was hard at work when Zharkos ducked into the workshop, and barely noticed when his master started dry heaving. The alchemist nearly collapsed as the wretched odor assaulted him like a angry orc.

"Vyr!" Zharkos shouted, gagging. The assistant spun around, scratching at the yellow paste applied liberally just under his nostrils. "What the devil is that stench? Are you working with sulfur again?"

"Yes. I was only trying to recreate Urax's experiments with saltpeter and sulfur, I thought if I increased the sulfur concentration..."

"Experiment on your off-time, we have customers. Clean that up and make something to clear this stench before you drive everyone out of Nurat! NOW!"

Vyr bowed and hurried off to do just that.. Shaking his head, Zharkos held his breath and retrieved the appropriate compound from the back shelf, hurrying back to the front.

"Something wrong?" the soldier asked.

"It's my assistant, experimenting with sulfur. Little bastard, if he wasn't so good at antidotes I'd have thrown him back on the street years ago."

"I see. Might explain the rotting eggs." The soldier pocketed the bottle. "Two a drops a day, I presume?"

" Up the dosage to four on infected areas. Be persistent and you'll come back in one piece."

"I'd be more concerned here," the soldier said with a chuckle. "Our own alchemist was working with sulfur the other day, nearly collapsed his house. Take care."

Zharkos swallowed, then hurried into the back to make sure Vyr was following orders. Luckily for the little shop, he was.


Orders: Send my forces into the following territories to flush out beholders. Have our settlers follow behind to begin establishing settlements and fresh copper mines. In the meantime, our alchemists and engineers should begin working on new weapons of war.

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Little apology: event writing is taking longer then expected. I might release the update in 50 to 3 hours time. Sorry for the delay. :(
 
451 PC


Link to video.

"After learning to flap the wings to fly the dragon whelp learns to conquer the skies and other domains."

Impish proverb.


Strong Winds for the Sails of Nations

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Spoiler map :
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Spoiler publicly known sites :
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The world sees powers rise... from Raevyllke to orcish pirates does the world see power rise indeed, all facing their own aims and challenges along the way.

Spoiler events :


Raevyllke

Spoiler Raevyllke :
Twilight for a ghoul pack: the efforts of Raevylike have rewards; ghoulish parties have thinned thanks to battle efforts and scouts of the three provinces have found each province has each a community that oppose the packs: the north has a ogre tribe known as the Sang Folie, the central area as a goblin settlement of Noun and the south has what appears to be a mixed settlement of orcs, trolls and even humans by the name of Luag. Reports have also shown that these areas are very contrasted regions with plenty of metals. Reports have found that the ghouls are numbering in the hundreds but are not united under single leadership; they appear to respect however the authority of a ghoul group known as the Banahǫgg leaded by a ghoul that goes by the name of Bani. Bani has been inspiring the ghoulish presence. Slay Bani and you may discourage ghoulish presence.


The Death Hand Shows Itself?: Baase is not amused with the targeting of their ghoulish kin. Rumours have emerged that a orcish member baring the handed mark of the elite band of assassins known as the Death Hand of Scaanoar have been spotted among Bani’s ghouls. If the Death Hand are around then dealing with the ghouls has another importance; capturing or terminating Death Hand assassins might be a good policy to counter any plots. Scouts have located a possible route the assassins used to access safety into the Banahogg’s camp; a ruined hamlet has what to appears to have a lone goblin skeleton watching over the site as a look out for the rest point.


Great Kingdom of the Sea

Kraken Pests: Manannán is still plagued by krakan targettings the trade links!


Kingdom of Formont

Spoiler Formont :
More for the taking: your population grows in glorious defiance of death and live. Order, barons... more have joined your glory!

The Creators Say “Hello:” Baase has been monitoring the situation in Formont. Although appelled at the policy towards ghouls Baase never the less desires to see the necrites in consideration to the legacy of Scaanoar. A embassy party heads off to Formont. Leaded by the orc necromancer Heorot Brosnian the party hopes to see to strike a consideration between Baase and Formont.


Aerion

Spoiler Aerion :
The Baron Located: the hideout of the goblins has been located and marked. The settlement is a cave; the goblins are using underground networks with this home? Anyrate your scouts also reported a clear plain and what appears to be a bunch of troglodyte refugees. Perhaps they were kicked out of the cave? If so their knowledge could provide some tactical information.

Welcome to Die!: there are risks of expanding without sending scouts, one of them is coming across hostile communities. Several ruin settlements aerion settlers head over turn out to be populated by undead, including phantoms. Naturally this scar has cause colonisation efforts to falter. A solution to the undead problem has to be considered.


High Technalate of Kunohir

Spoiler Kunohir :
Migrants settle: the humans travellers have simply settled along your most western border.

Lust for Knowledge: science cannot be kept at bay and the scientists of Kunohir require more knowledge. While funding is nice they request access to additional ways of increasing knowledge. Perhaps trading for exotic books or searching for sites may help inspire new inventions?


Tlaloc Alliance

Spoiler Tlaloc :
Orc Clan spotted: while expanding north your forces came across in the northern part of a province a clan of orcs. The Samond Clan appear friendly but are never the less on the defensive in fear of being enslaved. Action?

Allaince Consideration Hindered by Impish Vendetta: Fellowship of Meztli is interested in the alliance offer but it before it could come to a conclusion an freelance imp fleet; Vito la Punizione who leads the imp fleets has issued vendetta against the Tlaloc Alliance for their anti-imp laws… a vendetta enforces by attacking Meztli ships. The Alliance could enforce an alliance by removing these impish blockaders… just be warned of the bizarre nature of arcane barges!


Kingdom of Thenisra

Spoiler Thenisra :
Beholder Delight: settlements have gone smoothly after countering the beholder infestation. The reason for they were appeared so? No idea but the case if you have limited the numbers to more acceptable levels while causing a innovation in kobold cooking. Beholder stake with mince beholder eye sauce anyone?

Hunger for Knowledge: science cannot be kept at bay and the scientists of Thenisra require more knowledge. While funding is nice they request access to additional ways of increasing knowledge. Perhaps trading for exotic books or searching for sites may help inspire new inventions?


Nuifallash Mercenary Conglomerate

Spoiler NMC :
Parties Captured: the trolls were prepared for a attack but not from a fearsome orc assault. Trollish bronze warhammers, crossbows and oni iron clubs were not enough to defend the trolls from being overruned. The trolls and humans are at your mercy... although your officers say it will take time to discover who are talents and who are worthy only for slave labour.

Anti-Piracy Contract Offer: the goblin Kingdom of Lutinberg has a offer to the mercenaries; a goblin merchant by the name of Massif Opulence wishes to send a venture towards Lamia to do business with the minotaur nation. Fear of piracy can even strike the id focused goblins so King Cirque XIV himself has offered to pay the Nuifallash Mercenary Conglomerate for escort. The Luntinberg navy is too focus on protecting from costal raiders and from compensating form the recent deflection of Admiral Parjure Amiral to piracy. Will the mercenaries help the goblins defend their booty from pirates, especilly of Parjure Amiral’s pirate gang?


Naga Magocracy

Kraken are still on the shore: you need to get investigating.

Freebootaz

Spoiler da orc pirates :
Da Gobbies Escaped!: although the orcish pirates showed up in force to the goblin hideout their lack of planning meant that the account of goblins simply running away was not accounted. Still they left behind the loot… wait a minute! You recognise the cart as carrying some fine orcish pirate grog! And the grog barrels are no were to be seen! The goblins must have fled north with the grogs! Gah! Well the goblins have not been wise in where they running to: they are heading up some volcanic mountains to your most north…

Plunder da Booty!: a naga merchant ship Arnav Arth from Haik plans to head to the Dugud Unnis to do trade with the orcish clans. However a massive storm has engulfed the open sea route; the naga trade vessel head an alternative route… right to go through a midway point between three isles northwest of Haik and north of Varuna. Freebootaz might enjoy a good looting... yes it would annoy a couple of merchants but they can have it! Plus Haik’s history for hosting pirates can ensure that relations will not be too bad for the chaotically organised sea city. Of course you can be (unpirately) kind and instead hunt for any impish pirate gangs that might want to also exploit the alternative route plan of the naga merchant ship Arnav Arth. Still… what booty does the Arnav Arth has?


Eliim Cliffside Peoples

Booty on the Sail: a troll trade ship from Haik is 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. It is hoping not to get pirated and its booty looted…


GM Notes

  • I will be doing player information on the front page later on in order to allow easiness for my management.
  • I like maps: especially in knowing where to claim for yah. :)
  • Scouting land is wise: who knows if the land has beasts or peoples or neither?
  • Continue your great RP! :D
 
I will post RP in a few hours. Sorry for inactivity.
 
sorry busy weekend, ill see what i can do either later today or tomorrow.
 
One atrocious RP coming up, both in content and style!
---
A report on the recent Relocation of the North
By Ceneteotl, of the Dead Boar warrior Caste
Recently, we went north to expand the Alliance. There, we came upon a clan of Orcs that call themselves Samond.
In line with the way we work, Teuctli Xiuhtecuhtli of our Caste went with 2 South Warriors and 3 North Archers, and entered the village.
The village was presented with a simple offer - to accept slavery.
Although this would certainly increase the quality of their lives, they refused. It seemed that they could not be reasoned with.
We asked what we should do, thinking that we should massacre the orcs.
The Teuctli gave them one last chance to consider slavery.
Once more did the Orcs refuse.
This did not enrage the Teuctli. He ordered us to take all infants and children from the tribe and then proceed to rip their hearts out.
I did partake in this killing, for it was an order. The screams still resound in my head. They sound like the killing of cattle.
One orc protested against the taking of his son, yet his head now graces the headdress of the Teuctli.
After this, the Teuctli gave them their true final chance to consider slavery.
around 5 orcs did accept slavery, fearing what would happen if they didn't.
At this point, the Teuctli called upon the rest of our Caste to march into the village
The remaining savages were either massacred or taken captive.
I have been told that they are to be sent by ship to other Orcish nations, where they can live with their traitor brothers.
May Iztlacatini have mercy on their children's souls.
---
It is warm in the engineer's workshop. Natural, considering the fact that the Fire of Iztlacatini is being fabricated and tested here.
At this point, a trumpet signals the arrival of a dignitary from the Centzomimixcoa, the Mages of the Bureaucracy of the Alliance.
He enters the workshop, with behind him an imp.
"My dear engineer, I trust you've heard about the blockade."
"Indeed, oh Dignified One."
"The Aides have sent out a message to the blockaders, provoking them to blockade ports such as this one."
"I understand."
"Of course, we need defenses..."
"Naturally."
"So we will want massive Dispensers of Fire."
"Of course."
"And that is why this imp is here - so we can murder the crew but keep the ships."
"I would not question your wisdom."
"Do you have any Fire to spare?"
"Indeed."
The imp is chained to a wall. A Dispenser of Fire is pointed towards him. The imp makes a mocking statement in his own language.
The engineer fires.
The screams are heard miles away.
The dignitary inspects the impish corpse.
"Most excellent. Expect the City to order 50 of these."
"Of course sir."
"But in a larger format."
"Of course."
The Imp died in the way we expected it to. A clear liquid was dispensed. As soon as it touched the imp, it caught fire. The imp was able to withstand, but eventually succumbed to burn wounds. - the engineer's notes.
---
Disclaimer: I do not advocate any of the misconducts performed by the Tlaloc in my RP. But if I were melodramatic they'd be heroes.
 

Link to video.

So, do you give us feedback during the turn at all, or are events only "dealt" with at update? 'Cuz I'd thought I was supposed to do this stuff in bits and pieces, but given the overwhelming success of the "scout" parties, it seems like you want full episodes?
 
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[youtube=400]3YmMNpbFjp0[/youtube]

So, do you give us feedback during the turn at all, or are events only "dealt" with at update? 'Cuz I'd thought I was supposed to do this stuff in bits and pieces, but given the overwhelming success of the "scout" parties, it seems like you want full episodes?

In consideration from now on I will be on fluid action, responding actions during the turn with update being the ultimate report on situation (I guess). The update I did was of your "dealt" thing; I will learn how to ensure it is organic if possible.

True; this has to be done in pieces... just I need to plan better for organising update occurrences. :(

I will heed your advise on GM management if possible.

Anyway: I plan to do the next update on Thursday. That or Friday be a good day for the next update? I wish to do a 3 to 4 day update schedule if possible.
 
Claims:
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Wanted to pop these claims in as fast as I could, I'll have some RP to go with them later. Also, pull scouts out of the undead infested lands I own.
 
More for the taking: your population grows in glorious defiance of death and live. Order, barons... more have joined your glory!
Presumably you ate them. :3
 
OOC: What happened to my claims?
 
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