Times For Heroes: Chapter 1, Origins

sorry Ninja, forgot to do that.
 
To The People of the Plains
From Greathoof, Chieftain of Mulgore

The marauding centaur have become more than a mere nuisance. Their raids and attacks are devastating our combined peoples. I call upon an alliance to drive them from the Great Plains and end their threat to us once and for all. Who among you will join in this endeavor to remove our mutual enemy?
 
Morgad and Doomsayer​

Morgad stood there, looking over his recent success in the fight against the small orc camp, and he thought about what the last chieftains words were 'Mo'kro gorba Doomsayer'. Which Morgad could translate into meaning that the orc leader 'Doomsayer' would crush the Amonomo people and kill Morgad himself. Morgad walked over to the corpse fire and stared into it and thought back to the day his life was destroyed, he stood there with the corpses burning before his eyes and found something he never thought he would find. In this moment Morgad realized that this 'Doomsayer' may be his only lead on finding his lost brother.

The next day Morgad told the troops with him that they were to strike the next camp in their path, yet keep the camps chieftain alive for personal reasons. Huts exploding with red hot fire brightened the dark camp as dark clouds of smoke blurred some orcs visions, as they saw the young dwarf charging in on a massive spider wielding a brutal axe. Morgad and his Amonomo warriors sliced through these orcs just as easily as the first camp, if not easier, and finally Morgad found the chieftain of the camp. The orc challenged Morgad to a battle to the death, if it were any other orc Morgad would have agreed, although Morgad declined the challenged. Morgad ordered his troops to lay down their weapons, as he did himself, the orc realising what was going on droped his hammer and walked into his hut with Morgad. They spoke of this Doomsayer and the orc said he had never seen the orc but spoke of what he new, Morgad discouvered taht Doomsayer was a supposed chosen warrior specially crafted by Thudd himself and wielded great strength behond any normal orc. Also that Doomsayer travels to an alter every week to speak to the war god, or so he says, and to make sacrafices to apease Thudd as well. The orc told Morgad that Doomsayer would only take a select five orc bodygaurds with him to this 'holy' alter and would bring one prisoner to sacrafice.

Morgad thanked the orc and told him he would allow him to join the great forgiving nation of Amonomo and left his tent immediatly going for his axe. The orc following behind the dwarf thanking him for his kindness didn't even have a chance as Morgad did not hesitate picking up his axe, turning towards the orc and in one swift motion swung his axe severing the orcs head. Then he turned to the Amonomo and ordered them to bring the head of the orc chieftain to their leader and welcome him into the great nation of Amonomo as Morgad had promised the monster.

One lizard man stoped to ask Morgad what he was going to do and all Morgad did was mount up on his spider, thank the lizards for their help and rode off towards the so called alter...
 
To: The Plains States and Heroes
From: Ronra

We also call with the Minotaur! An unified army must be formed to deal with the centaur and the dark khan. We must ally and rally to defeat this threat from the west.
 
OOC: Do we get a new map? I'd like to have some feedback on how the grand expansions of Hek'Hekath have continued.
 
The map on the first page is updated.
 
The plan had worked flawlessly. The campfires of the small nomad camp had attracted the marauders and drawn them into what appeared to be an easy target. Instead, the vicious creatures had been set upon by the Minotaur warriors hidden in the tents and wagons. When the small centaur force that had hung back in pseudo-reserve had realized the trap, they had attempted to flee, only to be confronted with the fearsome Doko Riders, leading to all the foul raiders being killed. The surprise and ferocity of the Minotaur attack had spared them any deaths, though there were a few minor injuries. One warrior had sustained a concussion after being struck on the head by a centaur hoof. Another had received a cut on the arm from an axe, while a third had been thrown from his Doko and cracked a few ribs, as well as number of other small cuts and bruises. The Druids moved through the encampment, placing healing salves and bandages on the wounded. The leader of the war party strode through the camp to where centaur bodies were being placed.

Skystomper was large, even by Minotaur standards. Standing at just over 8 feet tall, he wore doko-hide armor and the green cowl that marked him as a Druid of Mulgore. On his chest piece was emblazoned the symbol of Mulgore, a large red semicircle, with two hornlike protrusions at the top and large red dot in the center. His large, black horns were adorned with feathers and small trinkets, which served both to commemorate past battles, as well as allow the Druid to better hear the voices of Nature. Around his neck hung a stone talisman set with a brilliant emerald. Engraved on the stone around the gem were the three symbols of the Minotaur religion: a large oak tree to represent Leifeimara the Earth Mother, a mountain to represent Semiv the Bringer of Order and Law, and dagger to represent Lowkey the Wit Bringer. Upon his back he carried a massive stone-headed club, which had broken first the back, then skull of one of the centaur that evening.

The bodies of the seven centaurs had been laid out side by side. “War Leader, what do you make of this?” one of the warriors asked. Rather than the usual patchwork of rags that centaur usually wore, these raiders were clothed in dark leather. Calling on the spirits of Nature for guidance, Skystomper reached down and touched the strange material. Suddenly, his mind was flooded with images of pain, torture, death and strange, shadow creatures. Horrors beyond imagining flashed before the Druid’s eyes as he was shown how the leather had been made. Releasing a bellow of rage, Skystomper recoiled from the centaur bodies, and nearly vomited. The nearby Minotaur gathered around him, asking what was wrong. “The tunics the centaur wear, they are made from the skin of …of beings, not animals. They are like the humans, but slightly taller. They were taken by dark beings, enslaved, tortured and skinned alive. These…monsters are taking control of the centaur, using them against the races of good. The Chieftain must be informed.”

The next day, Skystomper sat in the longhouse of Greathoof, the Chieftain of Mulgore. The elderly Minotaur listened as the Druid recalled the events of the previous day, of the ambush, the revolting centaur garb and its implications. Skystomper spoke of the sense of evil and foreboding he had gotten from the shadowy new masters of the centaur. He had consulted his fellow Druids, who had confirmed his suspicion that the centaur were organizing, after meditation and divination. “And what would you have me do young one?” the Chieftain asked. Skystomper sat in silence for a few seconds, collecting his thoughts. “The centaur and their shadow masters must be stopped. As children of the Earth Mother, we cannot allow this desecration to continue. But we cannot fight the centaur by ourselves, let alone this new threat. We will need allies.” Greathoof nodded. “So be it. We will do what we must to tackle this new threat. In order to gain allies in this effort, I will send emissaries to the nearby races to rally them to our cause chief among them being you, Skystomper. It is only fitting, as it will be you who leads our army against the centaur.” The Druid looked up in surprise. “Why me Chieftain? Surely, I am not the best warrior, nor am I the eldest Druid. There must be those more qualified to lead our forces.” Greathoof chuckled. “Nonsense. It was you who discovered this new threat. You inspire the warriors who fight for you and they admire you greatly. Young though you may be you command great respect from the Druid Council. Most importantly, the gods smile upon you. The Earth Mother has given you great skill, Semiv gives you a clear presence of mind and the Wit Bringer has made you clever. There is none better to deal with this new threat than you, Skystomper.” The young Druid stood and bowed to Greathoof. “By your will Chieftain.”

So it was that Skystomper, War Leader of All Minotaur, headed out to spread the word of the new threat that gathered in the West to all the Peoples of the Plains.
 
I'm going to be away for most of this week, so I won't be posting anything.
 
New Unique Units in the Elven Army:
- Shurtugal: the ones who fight on horses. The horses bred by the Elven Nation tend to be very fast and agile, allowing the Shurtugals to strike left and right with a speed that not many would be able to imitate. The connection between the rider and the horse is so high that they can practically read each others' minds, with the horse following the directions their rider gives and the rider following the suggestions of the horse, which might find the "path of least resistance" through a group of enemies. REQUIRES ANIMAL HUSBANDRY

- Ourim-Tor: they are chosen among the most ear-sensitive children and taught how to understand what the Ourim say, as their grunts and howls have a bigger complexity than what other people think. The Ourim-Tor act as translators between Ourim and Elven. Their collaboration in the army is normally fundamental, as they are the liaisons between the two races. They are normally kept at the background of the battle, so that they can translate between the Elven Senesch (General of an army) and its Ourim equivalent, who can then tell the other Ourim the orders given in their language, which only other Ourim can understand perfectly (even the best Ourim-Tor isn't able to understand everything an Ourim says). REQUIRES CIVIL ORDER.

- Borom: the scouts of the army. Those who can see the furthest join the Scout Group, as only them have been able to find a secret way to make their eyes able to look much further than a normal Elven is able to do. They are normally armed with small bows and daggers, as they need light and fast weapons that can be used if in danger. Into this group, there are four smaller groups, formed by those who are the luckiest or those that are favoured by Leifeimara, the Mother Earth (depending on who you are asking). These Borom are those who somehow manage to bond with an animal, which will help them in their quests and will allow them to enhance their ability to scout the terrain.
* The ones that bond with avian predators enter the Eas Borom, where they learn how to understand the bird they have bonded with and, with time, to be able to see what they see when they take flight at their bequest.
* If they bond with animals like a horse, the Lei Borom will teach him how to communicate with the animal, and perhaps run as fast as they can, thus making them valious messengers.
* The Mon Borom is made of those who bond with terrenal predators, such as wolves or foxes. They are the most sought by the army, as their bond provides them with a incredibly strong sense of smell, allowing them to detect even the enemy who is able to hide from the Eas Borom's sharp eyes.
* The most rare of them all, the Wel Borom, bond with the unlikeliest of the animals, those in the sea like dolphins or whales. They only appear at a rate of one or two every ten years, and only in coastal cities like Iliberri or Sexi. As there is not much need of them, they tend to work with fishers as they help them find the fishes they catch, but once boats of bigger size start to be built, perhaps they might find a new way to use their skills.

- Sever: normally, Elven are quite sociable people (at least, among those of their own race and the Ourim race, too). However, from tiime to time an Elven who prefers solitude is born, and the other Elven say that he has been hit by the "Dom Dore" or mason bee, as these bees tend to live alone. These Elven are considered to be the spies of the Warden Nation, and train among their equals, learning stealth, hiding, stealing and pickpocketing so that the secrets of the enemies don't remain secret for much, and cryptography so that they can send secret messages. Whenever they are on a mission, they are given a dove or a raven, so that they can send any important documents to the Sever Stil.

- Houn: whenever brute force is needed, these Ourim, equipped with powerful hammers, are sent to deal with the problem. Their armors are very hard, as they are made from a combination of metal and wood that only Elven know how to produce, but they are very slow because of that armour.

- Bose: the most feral of Ourims, those who can hardly think on anything else but to fight, hunt and mate, those which can practically pass off as normal wolves, join this group. It is organised like a pack of wolves, with an alpha male and female, but unlike normal packs of wolves, they obey the orders given by the Ourim elders. Even though they are a bit scared of them, the Elven nonetheless appreciate them and do their best to protect them as much as they protect the Elven. That's why one day a smith worked a lot until he found a way to make them stronger: he managed to create a guard for the nails of the Bose, one made of specially hardened steel that could also be introduced into the Bose's paws as if they were normal nails, and when the nails came out, the guards expanded, making the Bose even more deadly to their enemies.

- Grim: the best Ourim warriors, the strongest among them, are placed in this elite team whose main objective is to act as the bodyguards of the Aulds if they are in danger, especially the Senesch Stil (council of generals, lead by the Commander or Auld Senesch) members who go into battle to lead a Tirin (army).

- Labra: if one had to compare what these Ourims do to anything, it would be the charge of a Centaur or a Shurtugal. Because that is what the Labra do: they charge against the enemy with long lances either attached to their bodies or thrown with their strong, hairy arms. The armour they wear is hard as a rock, yet light as balsa wood, which allows them to run very fast against the enemy without having to fear their attacks.
 
THe map is updated, as previously said. It is on the first page.
 
Nailix's story continued....

The lizardman said "You're welcome"
 
@DarthNader: I'm not going to dignify that last PM with an answer.

@Everybody else: be careful with what kind of messenger (and message) you send to the nation of Dvergar. You'd better teach the messenger how to swin, else the poor guy will die drowned. And if you send any kind of animal messenger, other animal of the same species will be thrown to Arauglor (Lake Superior).

@tuxedohamm: I need an answer to my PM before I can send my orders. It is very important!
 
The ice of the North Lands (OTL Nunavut) caked the boats of the Peit’hom. Dexter gave the navigators only a northern direction. At many times the boat had to be maneuvered over land gaps using large tree trunks. The small people were very adapt at moving their sturdy boats from river to river until they made it to the great North Land Archipelago. From there it was smoother sailing. Dexter sat near the bow reading from the Book of Rehtu hoping he could find more clues about his god’s artifact.

The boat continued northwards along the coasts of the Archipelago. The midnight sun sat in the West as the Lights of Rehtu danced above. They continued however searching for the artifact. They finally reached what seemed to be the extent of the archipelago. To the north lay nothing but a vast ocean. Dexter yelled to the Navigator “Aye, here! Take me ashore!” The Peit’hom quickly made work to set up a rowboat that would take Dexter and 3 others to the shore.

Upon reaching the Mainland Dexter surveyed the area waiting for anything. He told the Marine Peit’hom to stay with the rowboat telling them he would return. He ventured along the coast looking for whatever may resemble the artifact of Rehtu.

And then seeing clearly through the snowfall came a small structure not much but what looked like a small enclosed shrine. He approached filled with the warmth he felt. He was protected by the elements with the help of Rehtu’s book and his hope that he would find the artifact.

He was about 100 yards from the entrance when from the ground ice began to assemble itself into two guardians. They charged forward leaving Dexter no time to reach for his old sword. A cold fist slammed into his chest knocking him back across the snow. He leaped to his feet wielding the sword. With a swipe of the sword a chunk of one elemental’s head was dislodged. The other came from behind but Dexter was ready taking an arm of it off. As the elementals were stunned Dexter made a sprint for the shrine’s door. As the elementals came charging for the door he stood ready to strike. However as they approached they slowed clearly unable to enter the shrine. Dexter sheathed the sword and slowly turned.

At the head of the Shrine was an altar with a table. Next to the table stood a tall shimmering suit of armor. He approached the altar. Upon the table sat a stanchion that must have once held the Book of Rehtu. He pulled out the book and as he drew it from a sling at his side a leaf of paper fell out. He picked it up and read:

“Dexter Swift, Son of William, you have successfully found my prized artifact. The Armor of Light shall protect you from enemies. The properties I have imbued it with make it lighter than any other material. Wear this amour in your quest to protect the light and your Race. Congratulations Dexter you have much potential.”

He donned the body armor feeling the power of Rehtu in the plates. As he placed the helmet on he felt empowered ready to protect his people and lead them to greatness. He exited the shrine clad in the armor. The elementals that had stood at the door began to flee but slowly melted back into the ground.

When he returned to the rowboat the Peit’hom stared looking at the artifact in awe. None dared ask questions about it only returning to their journey to the rivers of the North Lands.

paladin.jpg
 
The Expeditions and Gordul Lurgh

With the situation with the Peit'homs over, it was time to begin the expeditions. Four of the finest captains were given some of the finest ships in the kingdom, along with some of the finest soldiers. There objective, map the waterways outside of Arauglor, discover the fabled great Olorglor, the World Lake, which all lands rest upon, and establish trade outposts along the way to Olorglor, and on Olorglor's coasts. So, off they sailed over the horizion, and into the watery unknown.

The first group, led by Boril Arak, navigated east, straight into another large lake, but smaller than Arauglor. As he looked off the bow of his ship, the sun rose in the night sky, illuminating the water as if it were made of gold. Boril marveled in this brilliantly lighted lake, and named it Splendarrglor (Shining Lake). He then sailed to its northern shores, and established some trading posts in a massive inlet so they would be sheltered from storms. The flag was hoisted up, and the troops began to build buildings and fortification to protect the new settlement from any unencountered enemies.

The second group, led by Thothur Erjyr, navigated through Splendarrglor, and into the lake to the south. As his force sailed through the straits, they encountered orc settlements along the shores of the lake. Not wanting to endanger his and other expeditions, they kept sailing, and were not bothered due to the orc clan's lack of ships and lack of brains. The force soon left the waters of the orcs, and Thothur affectionately called the lake they went through, Wurgymglor (Ugly Lake), named after its hideous inhabitants. He kept sailing into the next lake, to the north. There he encountered the settlements of hill dwarves, so he named the lake Sammanglor (Brother Lake). He sailed to its eastern shores, and established his trade outposts there, and along the river connecting it to a waterway to the north east.

The third group, led by Morurt Belarr, traveled past Sammanglor, and were the first to discover that Olorglor did indeed exist. They passed the lands of the annoying Envalen, whose messengers were so lovingly punted into Arauglor, and out into the the open water. The smell was different than those of the home waters, which the runes had stated was because it was full a rock that made it undrinkable. The smell was pleasant though, and Morurt was happy to smell it during his journey. His force soon encountered a large peninsula, jutting out into Olorglor. Here he decided to make his outposts. The outposts were stretched apart, all over the northern, eastern, and southern coasts.

The fourth and final group, led by Falrid Dorcral, the wisest of the captains, passed the peninsula, and continued to follow the coast to the south. He soon encountered more dwarves, similar to those on Sammanglor, and decided to make some of his outposts here. He decided only to build a few on a large island, so he could stretch all his materials over a longer distance, covering more coastline. So, his force continued south. They built several more outposts south of there before they reached a very large bay. They entered the bay and began to construct the last of the outposts with help from the local gnomes. During the construction of one of the outposts, Falrid went hiking into the wilderness, planning to be gone for several days. On his little trek, he stumbled upon a marsh, where e set up camp. As he lay there sleeping, he had a dream...

Falrid sat rested in the marsh, poking his little eyes out of the algae covered water. He stuck his head out and began to eye a dragonfly landing on a cattail not but a few inches away. Falrid opened his mouth, and his tongue whipped out and caught the dragonfly, bringing it back to his mouth. Falrid was a content little bullfrog, happily munching on his snack. He swam to the shore, and clambered up onto a rotten log. He looked about at his home. He loved it so. It was full of bugs for him to eat, water to swim in, and all other things little froggies need to be happy. He looked at the sky, past the tree tops at the sun. It was warm and bright, making the marsh as lush as it was. He looked back down and hopped away. Has he hopped, a large white spire sticking out of the water caught his attention. He hopped into the water, and swam over to the odd object. It seemed to continue down into the depths, so Falrid dived down to investigate. What he saw amazed him. The stone, the buildings, the glass, the light in the dark, the...​

Falrid awoke with a start. He was sweating profusely. He poked his head out of the tent and looked around. The swamp was the same in his dream...but there was no white to be found. He quickly took down camp, and ran, as fast as his short legs could carry him, back to the outpost. The dark did not hinder him, as it didn't in his subterranean home in Valshnik. He stormed into the newly build barracks, and yelled

"Wake up, I foun' it! I foun' Gordul Lurgh!!!"

The troops were wide eyed. They immediately hopped out of their hammocks and got dressed. Some had not even gotten their boots on, so they hopped out the door whilst lacing them. They ran through the woods, following Falrid to the marsh.
 
OOC: Seeing as I'm unlikely to be able to interact heavily with PCs, would I be allowed to write some stories about barbaric Drell outside of Hek'Hekath? Dexter Swift's voyage through Drell ranges in the northlands is a great chance to write.

The story's going to be a little Drell attack on the southward-bound hero, and a chance for him to kick the ass of a few low-level enemies for xp (If we want to talk in RPG terms. :p).
 
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