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Fantasy Lastlands: Pawns of Muurdaan (IC)

Other
Here

Pat

Three Thousand Club


The player narrative and orders thread of Beckoncall Beckoncall 's Lastlands: Pawns of Muurdaan roleplay. Map will be periodically updated. Please list turn number at the top of your posts for ease of navigation.

TURN COMPOSITION:
*TWO ORDERS (Through discord or RPN Forum)
ONE FREE MOVE (one province on foot, or two if mounted, three if flighted)
*ONE INTRIGUE PLAY (to be discussed)
ONE DISCORD SCENE/INTERACTION
(+ any number of interplayer interactions)

*Orders typically involve the actions of your troops and lands, intrigue focuses more on what your character or their agents are doing.

ENTRANCES TO MAP:
(anywhere on the coast for 1 wealth -- naval transport)
ESAU, POINTE, SULPASS: (By road, free)
CHOSS, ESTMARCH (By tunnel through mountains/mines)

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Karim Malsa
Turn 1


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Karim was a tall, handsome man of darker complexion then many of the fellows around him. His large dark hair fell in waves and currently was brushed past him from the constant, cool breeze of the sea. Flecks of salt water sneaking their way into his dark locks to make his hair seem even more full then otherwise however that was mostly out of a dire need of a wash. A short, well maintained, beard stretched across his face. His chest was broad, and his limbs long, indeed, Karim Malsa cut quite the dashing figure on the prow of the ship, one leg raised and placed on the railing as his dark eyes gazed off towards the horizon, as if looking for something only he could see. Occasionally, someone would come to ask him a question, such as one of his men or some of the crew of House Alder's vessel, a vessel he had purchased a ride on. After all, they were all going the same way, and it hardly seemed suiting to not meet his fellows. At least, that was what everyone on board believed, hook, line and sinker.

In truth, Karim had purchased the ride for a single purpose. He was terrified. He wasn't sure if everyone else had figured it out, but the sea was filled with PIRATES. And MONSTERS. Who, in their right mind, wanted to be a sailor? It was a stupid, dangerous profession for stupid, daring people. More then that, Karim had a lot of wealth on board, so whatever ship he rode on would make for a prime target, and the least he could do to manage to pathetically cling onto another second of his miserable existence was to put more bodies between himself and the enemies as he could. Only the supreme practice and training that came with desperately trying to use his reputation as a lifeline, kept his face clear when another house boarded. He greeted them, with his normal charming smile, made small talk, and did everything in his power to play up the reluctant duelist of the legends eagerly waiting to set out on a world of adventure.. and not the terrified manchild he really was, wanting to lose himself in his cups as he screamed over, and over, and over again.

He was going to die in this land. By all the gods above and below, he was going to die. Yes, he was doomed. This was all doomed. A doomed journey of a doomed man and his doomed followers in their doomed land of doomed history. How could it be anything not when there was nothing but doom? Karim wouldn't even be here if the geniuses back in Narvik didn't think he would make a great general. Why in the hells would they think 'Won some duels' meant he could lead armies was beyond him, but he wasn't going to do that. Volunteering to run off to the frontier seemed to be, and ever so slightly, less suicidal way to go about his death. But what if they found out about the... No, no, no, they wouldn't find out, right? Plus he wasn't even there anymore, no way anyone could find out about it. Right? Gods, please say he was right?

As Karim freaked out, his mind moments away from crumbling, as was the norm, a man approached from behind, "My lord, would you like some tea?" the young, nasally voice of his assistance, Rodrick said.

Despite his heart nearly leaping out of his chest in surprise, Karim's face showed only pleasant surprise as he half turned, tearing his gaze from the sea to look at the small, thin man holding a tray of beverages, "I would love some, thank you Rodrick."

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Character Information

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Wealth
8

Skills
Skullduggery, Charismatic

Martial/Magic
2 | Duelist, Inspirational
Astral 2 | Fortune's Fool, Mindscreen

Influence
3 Populist

Owned Land
Fief in hellhole of Prax's desert, wilderness overrun with humanoid bands

Relations
Mutual Enmity [Xyphon]
Mutual Defense Pact [Varna]


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Actions

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Movement
Travel by boat [Oznah Alder's boat] to Prax
[Karim pays Oznah 1 Wealth for ride, putting me down to 7]

Intrigue Play
Karim will attempt to bury information/evidence/witnesses and otherwise cut loose ends that could lead back to him engaging in the selling of.. particular merchandise. Failing that, at least figure out a way to do so. Will use wealth if needed to send out such feelers. [Charismatic] [Skullduggery] [Fortune's Fool] [Astral Spell: Insight] [House Narvik]

Action 1
Head to fief granted by Narvik. If the fief is in need of water, use Mayo Jar to make water. If the fief is not in need of water, use Mayo Jar to create 1d2 units of beer to create a good first impression as he accesses the state and condition of the fief [Charismatic] [Skullduggery] [Inspiring] [Fortune's Fool] [Astral Spell: Astral Sense]

Action 2
Have the fief's levy gathered and trained by Sotten Elite [Promising the Sotten Elite an extra round of beer for their trouble]. [Charismatic] [Inspiring] [Fortune's Fool]

Important Note:
7 wealth is going to have to come down those roads. For real. You will lose shit if you sleep on this one. Make note that you will have to fight to defend it on turn one. [Money Wagon]

[Turn 1 conflict with bandits once landed, pirates at sea or possibly both {Fortune's Fool}]



 
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ORTES KETER - HOUSE PARSIFAL


TURN ONE:
TWO ORDERS
- PUTTING DOWN ROOTS: Upon arrival in Wes, Ortes is going to make contact and assert control over whoever's been running Wes in his stead, and hob-nobbing a little with local elites. If Ul arrives soon enough, he'll get the Archdruid's help either curing his consumption or at least suppressing his cough long enough to make a favorable impression without, well, being a bloody-faced knight.
- INFERNOMORPH HUNT: With the aid of Ul and her druids, Ortes and his 20 knights are going to go out searching for the Infernomorph, with the Infernomorph of course searching for them. With it being spring, and Wes running up against the mountains, the hope is that we'll be able to confront it near a stream of snowmelt, giving the water druids more to work with. Particularly with Ul's aid to locate any streams or sorces of water in the area what with Nature magic. With me being on its shitlist, the Infernomorph is liable to come to me as much as anything else. Once we find it and face it, the plan will be for the water mages to suppress and damage the Fire Elemental while the Devoted serve as the Anvil to Ortes' much quicker-moving hammer; Ul helping make sure the Devoted and Ortes both can weather the storm of heat coming from the Infernomorph.

ONE FREE MOVE: AFLIL -> WES

ONE INTRIGUE PLAY: See if I can get a read on the Fetch; not in the sense that I know how they fight or something, but just as in figuring out what they actually want besides just my day ruined. If they want anything at all. Hopefully there's a way I can just convince them to not fuck with me? And if not, be able to figure out how to manipulate him into getting 'kicked up stairs' and promoted out of my hair, or arrested for sabotaging the house, or somesuch.
 
Turn 1 - Orhan, House Hegemon



Metal clad boots marched upon the rocky dirt road. The small column of men were approaching the border of Vinaron and into Pointe. While they still had a while to go before seeing any civilization, the men were on a schedule. In his journeys, Orhan had encountered some... unique characters and agents of other houses. Among them was a Vashna agent, a skittish creature if Orhan had ever seen one. However, Orhan knew the agent was very much capable and stood up to the Vashna name. General Vashna... an Imperial general known for his cunning and rather unconventional methods. Yet, the results spoke for themselves. House Vashna emerged from the ashes of House Haakon like a dark phoenix. While the house was known for its cloak and dagger, Orhan knew that frankly there was little that he could truly do to stop all attempts of espionage from House Vashna. They had their ways. Thus, he approached this agent with a rather radical openness about his ambitions and plans. Thus, these two unlikely agents of the Empire began to conspire together to both further their goals and ambitions. As long as they did not get in each others way and they both proved to be useful to each other, Orhan saw this relationship as very profitable and long lasting.

The column came to a stop at a designated location. They had sent forward scouts to gather intel on the region and to... shape the battlefield so to speak. It was a chance for the men to get some rest in the event that they found themselves required to fight in the coming hours. For now, they could do little but wait to hear from their advance party. Orhan, however, continued down the path with a small retinue. The plan was simple. While boots on the ground worked with House Vashna to gather intel, Orhan would be using his diplomatic abilities to meet and learn more about the regional powerbrokers of Pointe. The region seemed heavily fragmented between various minor robber barons with their own forts and tolls. If order was to be brought to this region, power had to be centralized one way or another.

That was where the Vashna came in. They proposed a plan to disrupt and stir conflict among the robber barons to open up a power vacuum where Orhan or a willing local vassal could fill the gap and exert control over this region. Of course, Orhan had to offer significant concessions as well for the Vashna mage to agree, yet if things went smooth, then the Empire would quickly develop inroads into the Lastlands.

---

Dear Father,

I write to you with good news on my progress in the Lastlands. The outlaws and bandit lords of the Pointe have been routed and the fortifications that line the valley are now ours. There remains one obstacle to opening the route to trade, a giant troll, that I plan to deal with in the coming months. For now, the fortifications are ours and my men have begun fortifying and rebuilding the positions. Yet, what good is a fort if there are no men to man the walls? I ask that you send dependable, hardy settlers, builders and soldiers who can come to Pointe and secure our gains in this region. To help with this effort, I will additionally help pay for this resettlement with my own coffers. Soon, we will have a strong, strategic foothold into the Lastlands that is open for direct trade with Vinaron and the Empire proper.

Eternally loyal,
Orhan


---

Orders: (In chronological order)

Intrigue: 10 Dangerous Thieves (3-4 pt unit) are tasked with scouting the province to learn about the fortifications and factions/regional powerbrokers along with the aid of Akcay. Meanwhile Orhan enters Pointe and attempts to meet and greet local powerbrokers to get a sense who might be useful in the near future.

Orhan (Diplomacy Skill, Savvy Trait, Populist Influence 1, Nobility Influence 1, Military Influence 1, Church Influence 1, Counter-Intelligence Skill, Astral 2)
Houseman (Escort/Bodyguard)
10 Dangerous Thieves working with Akcay

Movement: Entering Pointe

General Orders:

1. Teach and learn about astral and bone magic/specialties with Akcay.

Orhan
Astral 2 (Countermagic, Communion)
Bone 1 (Necromancy)
Nature 1 (Rebirth)
Wizard's Tower

2. Begin the salvaging, rebuilding and resettlement of secured fortifications in Pointe.

6 Lt. Imperial Grenadiers to oversee fortification efforts
45 Blunderbuss Legionnaires with their entrenching tools
Old Man - Siege Engineer specialty
Relevant Skills: Leadership, Diplomacy, Counter-Intelligence, Technologist
2 Wealth to pay for reconstruction and entice pro-Hegemon settlers to come to Pointe
Populist Influence 1
Church Influence 1
Nobility Influence 1
Military Influence 1
 
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Ul Dyril, House of Nyrael
CRINGE NAENAE LORE

Using some neato Nature magic, Ul made it quite safely nestled in the provice of Baumung just where she intended to be, along with the entirety of her full task force she had brought to make it easier. Having a large supply of warriors who were ready to take up civilian labour work at a moments notice was perfect for inhabiting a place which may or may not be free for the taking, which was why they were also toting a very grumpy tree that Ul was referring to as either Dad or Father in order to keep them nice and safe (and to have a shared father figure who reluctantly put up with them). She had known of what she was specifically looking for here, a grand tree thought lost to time; albeit she wanted it as a treasure to her House it would make a good place to call home.

TURN 1
ORDERS:
- WHAT BIRDS DO: The strategy of the birds, part one; Nesting. It's a good idea to start working on their own settlement to begin with, and with all the free real estate around it'd give plenty of space to tuck themselves into. Ul and her Wardens will look for the giant timelost redwood they seek, or a nice place close enough to it. They need to locate a source of water nearby as well as check out potential food sources, which if there is none in the wild then Ul's knowledge and abilities should prove useful to set up their own crop yield. Ul should be able to grow and help mould shelter and settlement directly in the wild, in which the Wardens can fix up and keep an eye out for anything suspicious while Dad sits back and makes sure none of his many little children hurt themselves (or something else tries to do so). There should be a nice room or somewhere they can put those Zombies, it's not helping anyone having a potential province-destroying outbreak waltzing about.
- THE OTHER THING BIRDS DO: The part in 'The Birds and The Bees', but not literately; Socialising. With 15 Wardens to help on a little scouting mission, Ul can lay low as she checks around for who else is inhabiting Baumung already. She isn't on the lookout for anything that'll bring harm, but safety doesn't hurt. She has heard of local elven gypsies, and perhaps they can come to an understand upon similar beliefs as well as having a blood relation to them. The elven population in the area may be solitary and quiet, but so is she, and yet she believes at least nestling slightly closer to your neighbours and tolerating them in dangerous times may prove useful. At least with what she has to offer, and her knowledge that she's not the only new arrival in the Lastlands, perhaps they'd be willing to be good friends and help conquer Baumung as a slightly more unified force rather than... whatever is had right now. She doesn't intend to force them under her leadership, but more as friendly cooperation.

FREE MOVE: IN BAUMUNG
INTRIGUE PLAY: Ortes Keter of House Parsifal is requesting the aid of Ul, or more rather Ul's people that he may just not admit are the main useful part, in order to help deal with his problems. Albeit stupidly dangerous to fight a FIRE elemental, in which nature and fire doesn't mix well, removing the burnt disgust in the world may prove perfect soil for future growth. Ortes' people and him included would prove an invaluable ally in any severe combat or situation which requires someone of such strength, especially since transporting him or his much more individually powerful soldiers wouldn't provide much trouble at all in order to supply quick reinforcements. That, and Ul would much rather someone like House Parsifal trucefully walking their roads rather than knocking on their door. Ul will accept assisting him in his endeavours alongside her 10 Water Druids, putting her life on the line to help heal her and their people, although she does not intend to meaninglessly tempt fate without result.
 
Turn 1

Akçay Yusuf



He wore a buttoned white fur-lined greatcoat, it's cape fastened just as tightly around his knobbly shoulders as the scarf around his rigid neck lest they whip about his body. The chill wind at his back howled past both collar and cuffs turned out to trap in heat, as if urging him onwards at his peril. Committing to memory apparent vulnerabilities of the first obstacle straddling the thawing mountain pass below, he returned to camp where the men of Hegemon and Vashna prepared for tonight and the days ahead.

Ducking through the tent flaps, he teleported the five agents lined up within to their destinations so they could begin their great work, and, unbeknownst to them, took out of his pocket and did the same to his familiar Bremlaut to guarantee their loyalty and success.

"Come in." Akçay said once his shiftweave robes reknit themselves into something more comfortable.

Ten thieves guild burglars and cutpurses entered, and behind them, an equal troop of his fooligan military saboteurs, all feigning criminal backgrounds to keep an eye on the rest of the 'Penal Legion'. To say he mistrusted Orhan was an understatement, but there were scant alternatives. His own forces remained fallible, even inadequate...

Once the flickering candles swelled, he laid his hands out on the table in the center of the room. "The world rests upon the edge of a knife, and we will guide the hand slitting it's throat until the deed is done. This artery's name is Pointe, a gauntlet of bridges, walls, and forts run by petty robber barons exacting their tolls. In a few hours when night falls we're emptying out their vaults and setting them against each other for Orhan to exploit."

Stooping down to pick up a box of smoke charges carefully packed in straw, he motions for some of his specialists to approach, study, and stow the contents. "Tonight, we bring them to heel and provide the Empire a defensible route to it's heartlands. Tonight, we prepare the way for legions and riches to come!"

Orders

Arrives in the province of Pointe, moves Darius and his retinue to the province of Reilor via teleportation magic.

1) Drain the blood and collect the bones of corpses in Pointe to begin bone and blood mana pools in Fort Arontooth besides the mage and longbowmen. Two wealth is made available to the project, one for each potential mana pool.

All suitable blood and bones from butchered animals and corpses are harvested to add to the mana pools going forward, friendlies and civilians are exempted unless voluntarily given.

2) Train and exchange magic with Orhan.

Magic: Educated as a wizard.

Astral •••
Counter magic, movement, scrying
Bone •••
Ghostsense, darkness, movement
Wizard tower

Intrigue: *Teleports 5 underbosses (very dangerous pardoned individuals and spies) (4-5 pts) to the Gleeb, 1 unit of wealth split between them as funds, to infiltrate it's settlements and begin gathering intelligence. Bremlaut (akçay's silver messenger pigeon familiar) (•• in astral/bone) secretly supports and supervises them.

Scene: *Akçay, 10 dangerous thieves (3-4 pts), and 10 fooligans (military saboteurs) (5 pts) (given 6x smoke charges), plan to steal from all of the Pointe robber barons and frame rivals for the heists.

*May have espionage bonus as House Vashna.
 
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Albwin vam Holt
Turn I

The vam Holt retinue makes for a curious sight as they saunter easily enough into the dreaded Lastlands. The beating of hooves on the damp wild ground and the whinny of the horses and other pack animals pressed into bearing the heavy load of an entire house's valuables drown out the grunts of the many greenskins accompanying, begrudgingly employed to do the menial work to which they were uniquely suited, cautiously followed by other servants and hangers on. The dragoons perched on their mounts, paint an ideal picture of the cream of Touryan military might. As vam Holt men though, a few feature that dreaded elven appendage, a mark of shame and derision for some but proof of the civilizing capacity of Muurdaan to others. The members of the vam Holt family are all huddled together somewhere at the head of the baggage train, flanked by Springborn Waywatchers. Elves, marching to a banner celebrating the destruction of their kin and the desecration of their holy sites. The matriarch of the family Alyssa vam Holt seems to be in a passionate one-sided conversation with one such Elvish retainer, eager to practice her old Elvish at any opportunity, but alas her lively account of the beauty of the capital was cut off by a call to halt and make camp. Without a word a large group of dragoons break from the main party as the rest prepare for the tedious endeavour of setting up camp. At the head of this force, clad in Briarmail apt for the wilderness they currently inhabited rode Lord Albwin. He cut a striking figure, looking the part of an ancient and just chevalier, carrying at his side a lance of such magnificence that it burned with holy light.


Orders
1. The main party sets camp in the province of ESAU, as a [Skill: Military Engineer] Albwin provides detailed orders regarding the construction of such a camp in hopes of staving off any probing attacks by the region's many outlaws and brigands.

2. 20 dragoons with Lord Albwin at their head are sent out on a reconnaissance mission. Besides reconnaissance they shall also be looking for vulnerable outlaw settlements to plunder [Skill: Reaver].


Intrigue
Agents are employed to infiltrate the Orhan camp to ascertain the prevalence of and acquire secrets regarding gunpowder weaponry so that it may be used in the future by our own soldiery.
 
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Oznah Alder
Turn 01


Oznah Alder stood calmly with his hands clasped behind his back, watching with grim amusement as he transported two other House agents across dangerous waters to these strange Lastlands. They seemed a curious opposite to one another in frame and demeanor. The honorable Ortes Keter was an imposing figure towering over most if not all. Karim Malsa as tall but did not radiate the same seemingly righteous aura about him, instead giving an odd nervous energy about him. A curious pair but he was not one to not barter and bargain to earn a little at the start of this trip. Ortes had bound himself in a favor to Oznah, something he would find a use for in the future. Karim had paid him for the passage which was just as well. This ship was doomed.

His dear cousin, Daria Alder, had gifted it to him because she knew he intended to ram it ashore with all the goods and materials he had stockpiled aboard for building his port town. Aflil was to be his landing zone for his various schemes and machinations. Controlling this region was imperative to securing House Alder holdings away from the reach of the damnable Touryan. It galled him to still have to find them some region with precious metals to claim for them, but at this point they could choke on all the gold and silver found. House Alder would not be suppressed any longer. He had sacrificed too much, gone too far in his machinations up to this point.

The first step was to secure his landing point and develop it into an actual port to draw in ships from the Eternal Empire. A reliable port was hard to ignore even if controlled by an 'upstart' like himself from a Client House. He had gathered followers, having known he could not rely upon his own House as much. He was lucky enough to have snagged two Mercurials for his personal use, showing that some in House Alder understood and supported his intent. In the end it might be needed to save the House, to allow all family that could to flee here and build a new city-state. The Alder Banner would fly here and draw more if he was successful. If not, they would at least find his remains and perhaps salvage something to build off his own efforts.​


Actions
Movement: Deliver Karim Malsa (1 Wealth Paid) and Ortes Keter (1 Favor Owed) to their desired provinces before running ashore at AFLIL.

1.Find suitable coastline to build a port town at and commence construction (3 Wealth)

2. Build an imposing Manor with strong defenses and facilities for Blood Magic work/prisoners. (3 Wealth)​

Intrigue
Dispatch 10 Outlaws to scout region and determine potential issues.​
 
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Baris Demir, House Haakon

Turn 1

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Baris lets his hand travel up to his necklace, thumb rubbing the stone hanging from it, as he takes in the column around him. He was unused to traveling with so many, and were it his choice, he would be traveling alone and already in Gleeb. Unfortunately, his patrons from House Haakon caught wind of his plans and foisted far more responsibility on his shoulders than he cared for. Really, his only reason for being here at all was to find his niece. His family's heirloom and the many desires of his patrons fell in at second and a distant third. They probably knew that, hence why he was stuck underground, traveling alongside Delavizh, the "Hero of House Haakon", as Baris had heard others call the man. Not the most disagreeable of traveling partners to be fair, but until they arrived in Choss, Baris was stuck traveling at the more accomplished man's pace.

His thoughts drifted again to his niece. Somewhere, likely in Gleeb... hopefully in Gleeb, he would find her. It wasn't long ago that she disappeared in search of rumored ruins and treasure in the province, but even in that short time, the lack of her presence was felt. Years ago, Baris took the girl as his apprentice, and she had run off in search of ruins after reading his notes. More than anything, Baris felt he had a duty to find her, and, all things willing, find those ruins alongside her. His thumb rubbed the smooth surface of the stone once again. He would find her. That was fact. And, maybe once she was safe, Baris could bring riches to his patrons and finally pull the Demir family line from obscurity into a position of strength and honor.

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Character Information

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Wealth
3

Skills
Archaeology, Linguistics, Persuasion, Survival

Martial/Magic
1 | Athletics
Earth 3 | Excavation, Reinforcement, Sensing

Influence
2 Military
1 Populist

Owned Land
N/A

Relations
Open Hostilities [Xyphon]
Tensions [Parsifal]
Tensions [Vashna]

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Actions

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Movement
Travel through tunnels to the province of Choss

Intrigue Play
Once in Choss, Baris will send the Gifted Web ahead to determine the politics, threats, and interesting gossip in Gleeb.

Action 1
Baris' Main forces will set up a temporary camp in Choss, clearing the perimeter around the camp and setting up basic patrols of the campsite. [Skill: Survival]

Action 2
A survey of the surrounding land will take place, focused on settlements, roadways, water sources, and any easily noticeable ruins.
 
Sir Wernhard Ceslaus
Turn 1

Slowly moving his head around, Sir Wernhard Ceslaus observes the small camp his men have set up around the hill he is standing atop of. After taking a deep breath in, he tries to hide his frustration and exhaustion, before commanding everyones attention with a sharp whistle. "My brave companions!", his voice breaks the nervous silence, that had befallen the camp. "I know all of you are tired. I know most of you are distraught. Our journey to these lawless lands has been rough. A great battle was lost, before we even set foot upon these lands.", he can't hide his sadness, but his tone remains firm. "But do not allow yourselves to falter now! We have made it this far and by the gods, we shall complete our pilgrimage as I promised you!", Wernhard begins to shout, his determination clear for everyone to hear. "We will tame the wilderness! We will bring judgement upon the lawless! We will protect our people! We will fullfill our divine task and bring balance, law and order for all!", Wernhard is bellowing himself into a frenzy and as the first few begin to join in agreement, he raises his hand to cut them off.

"We must get to work swiftly and decisively. My nephew, Wenzel, and - no doubt - many others are held captive by the fiends that ambushed us. We shall free all prisoners, that is our first duty! The greed of those bastards is their deadly sin and we shall use it against them.", Wernhard decrees, as he tosses a small bag of gold coins to his most experienced sergeant. "Start melting the gold.", he orders, as he steps towards the great Statue of Saint Vitus, kneeling before it in prayer. His men are quick to join him, as he leads the sermon. The faithful prayer only ends, as the sergeant informs him that the gold is ready. With Wernhards blessing, the men get to work. They start gilding the bronze statue, making sure to coat every inch of Saint Vitus in a thin layer of gold. Wernhard himself helps them, making very sure that no spot is left uncovered. In the end, the statue gleams in the sunlight. "We shall offer them this ransom...", he growls bitterly, as he surveys a job well done. "Men, get to rest now. Tomorrow, there will be a lot of work to do. We must set up a stronger outpost and scout the wilderness, until the bastards inevitably come crawling out of their holes again!"


Actions

Movement
: Enter the lastlands at Esau via road

Action 1: Set up a defensible camp

Action 2: Carefully begin to scout out Esau

Intrigue Action: Gild the Statue of Saint Vitus, to make it appear to be solid gold in an attempt to trick the kidnappers
 
Turn 1


Grummit sleepily cracked his eyes. The sun was out, and the sky was grey and cloudy. Would it rain? He hoped so... He smacked his dry mouth, eager for a drink of anything.

"Hey, you. You're finally awake..." came a voice.

He twisted his head to see through the bars of his iron cage. Ah, the cage. It was barely large enough for a man with narry a keyhole or hinge to be found, not to mention cold. He and ten others were trapped in identical cruel cages.

The man speaking was Buck Elmo, the former merry bands bowman. He was dressed his his muddy clothes and had his threadbare blanket cocooned tightly around him. He was so named for his buck teeth. Buck Elmo was also a taker of teeth for he had never liked his shame brought up.

"You were trying to cross the border, right? Walked right into that Wizard's ambush, same as us, and that thief over there." Elmo jerked his head one more cage to the right, to where some bloodied thief lay curled up.

"Water?" Grummit rasped.

Elmo shook his head and said sarcastically, "None. Our jailmen aren't the thirsty type."

Grummit turned his head in the opposite direction. "Eh?"

Twenty stone men marched in sync astride the iron cart that the prisoner cages were now stacked onto. Each man was made of pale stone and carried varied steel weapons. Below, he could see that the iron litter was yoked by larger versions of these stone men. These inhuman beasts of burden had unmoving faces depicting grit teeth and furrowed brows. None of these stone men carried water.

"Oh." He said.

He was silent for a moment and considered his terrible situation. Then, he spied ahead a robed figure sitting atop the very front of the cart where there were no cages and a few decidedly human soldiers were sitting.

"Water!" He said, then hacked and coughed. None of the figures turned. He felt a flame of indignity flare. He wanted water, by the gods! He leaned forward and cast his blanket off. He banged his fists on the iron cage and raised his voice above the perfect lockstep of the stone men.

"WAT-ER, bastards!"

The figures looked back towards the prisoner cages. The one wearing a robe motioned dismissively to a soldier, who stood up unsteadily on the bobbing cart and made his way back to Grummit's cage. The man was dressed in familiar looking leather and assorted metal--what a practiced robber called 'piecemail'.

The man suddenly knocked his iron greave against the iron cage and gave Grummit a start. "Siddown!"

Grummit sat, but after a pause so did the soldier. Grummit felt something off about him.

The strange soldier produced a pinch of chewleaf and crammed it into his big mouth. He chewed and regarded Grummit, and the silence dragged on until the stranger said, "No water for a few more kilometers, you."

Grummit then realized why he felt the man was odd. He recognized the piecemail, the way he carried himself and chewed chewleaf, the unkept shaggy hair. This man had been a highwayman at some point in his life. The stranger seemed to anticipate Grummit's realization. "You don't remember, do you? You must have been cracked in the head real good."

Grummit felt some disorganized memories float through his dehydrated mind. The Lonely Savage had been bested. Some of the other bands had fled, others had surrendered or been caught then captured like himself. Others... They had changed sides.

"You-!" Grummit began angrily. The stranger suddenly held a waterskin up, and Grummit was mesmerized by the prospect of a drink. By the sudden shuffling in the cage beside his own, Grummit could tell that Buck Elmo was watching it as well.

"That's right," replied the turncoat. "Me. I picked the winners, which's why I've got this and you don't." He uncorked the waterskin and took a long swig, then replaced the cork and hid the skin away.

The turncoat stood and went back to the front of the cart. "Just'a few more kilometers to the water," he called. Grummit crossed his arms and fumed.


Turn 1 Actions
Movement: Go past Nerry, then into the mines and out the other side to the larger town past the village.

Action One: Magically construct a castle using 1 wealth. He reasons to the local people that his golems are tireless and will greatly improve the efficiency of the Nerry mines. If they swear fealty, he will divide the swollen mine profits fairly between himself and the township. The Earthrumbler empties its heavy cargo into the castle secret storeroom which is just a special room with no doors only Smyth can open. The prisoners go into the dungeons. He attempts to creatively apply runesmithing to the overall structure, doors, gatehouse, and such of the castle to harden it against sabotage and attack. [Earth Magic, Skill: Architecture, Skill: Scuplting, Descriptor: Earthshaping, Transmutation, Runesmithing]

Action Two: Smyth rides swiftly around the countryside on his cart searching for mineral veins near and far, particularly in the South and uncharted East. In the mean time, his unused golems are sent to work in the Nerry mines. [Earth Magic]

Intrigue: Send men to reason with the coastal township businessmen. They are told about Smyth's great potential to enrich the region, and the city through the increased mineral flow and from his building abilities. The businessmen should press their masters to not take immediate action and consider the possibilities instead.
 
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Turn 1
Darius
"The Destiny of Life is not Death, but Rebirth."


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  • The grand opulance of House Omnis' palacial estate stands shining heavenly in the vast darkness of the night, and stood before such luminescence looms two figures, facing each other, shrouded in the gloom.

    "You should not be here, my lord." One figure speaks, a woman, "If your masters were to discover us..."

    "I do not worry for such things." Speaks the other figure, a man, "If they have not discovered you by now, I doubt that shall change this night."

    The man takes a step forward, and the woman tenses. Her eyes, a rich sparkling sapphire, narrows as she stiffens.

    "You are too bold, my lord." She says, never taking her eyes off the man before her, "Perhaps this appointment to the Lastlands has made you brash."

    "No, dear cousin. What has made me brash is finding you here, all alone, with him." He says as his eyes dart to the boy, laying unconscious before the woman's feet. The Lord's next words are laced with disgust, and rise in anger. "How many, dear cousin? How many children whose lives you have stolen? How many souls have you devoured?!"

    The woman's eyes light up as though in silent scream, the very idea that her lord would speak this way here, so openly, was behind comprehension. But before she could speak, her heart almost stops as she hears a boom in the skies. Above the Omnis estate, fireworks light up the night sky, a rain of light and colour booming away in the distance.

    "Are you insane, my lord?!" She hisses at him, watching him as he pulls out something from his fine attire, something that glows with astral power.

    "What is insane is what you, and our dear relatives, have all been doing for so many years." The man growls, "No more. It ends here, cousin. The Amul Ranne and its vile practices will be stopped, and destroyed forever. And you, my cousin, must be the first to fall."

    The woman glowers back at her lord, before a smirk twitches upon the corners of her mouth. "Foolish." She says, before she sighs and shakes her head. "But have it your way."

    Without a moment of warning, a swirling black vortex of pure negative life springs forth from around the woman, and it slams into her lord with all the force of a tidal wave. But her smirk fades as the initial burst of magic fades, and she finds her lord still yet standing. Standing, unphased, surrounded in a bubble of... something, some manner of magical shield she cannot recognise.

    "T-that's impossible!" She exclaims, shock breaking her voice. "Nothing can block power like that! Nothing!"

    "Nothing from this age, perhaps." The Lord whispers, "But from another? Well..."

    In response to the blast that struck him, the Lord lifts the object in his hand, and, though a pulse of will, a bolt of lightning pierces through the air and arcs toward the sorceress within a blind of an eye; striking her with a brutal blow and sending her careening backwards, crashing into a once-beautifully sculpted hedge of the late Overlord Xeres. But what would kill any normal human cannot kill a monster. With a gutteral shriek, a creature leaps out from where the cousin had disappeared, a creature barely resembling a human anymore, let alone the woman it had replaced.

    "You think such petty cantrips can kill me?! ME!" She roars, her voice ringing with the howls of the abyss itself. "I am Amul Ranne! I am destined to consume the world!"

    "Gods. What a revolting thing you have become, dear cousin." The Lord speaks with barely restained pity edging his voice. "What my uncle has done to you, I shall never forgive. But you, truly, are no more a cousin to me. You have been warped into this... thing. This... abomination. But my cousin, the sweet and beautiful girl I once knew, is still inside you. Crying out to be freed, along with all the other children you have murdered. And I shall, finally, set her free."

    In an instant, the whole world grows quiet, and something, an energy older than the Gods themselves, fills the air with a choking intensity. The creature shudders, howling and writhing, attempting to approach the Lord but finding it usually difficult. The energy falls heavily upon the creature, pulling it down, blanketing the monster with wave after wave of restraint. "WHAT... IS... THIS... MAGIC!?!"

    The Lord's skin then starts to glow, rivers of rich emerald green light snakes itself across his pale features, his eyes becoming filled with a verdant shine. He raises his free hand out to the creature, now practically pressed against the ground, though it shudders through its desperate exersions to move. Then, finally, words reach the Lord's mouth, words that are not his own but someone else's, a voice speaking as through from a very great distance, a voice travelling across space and time.

    "I RETURN YOU TO THE EARTH!"

    As the words are spoken, the creature gives out one last panicked scream of defiance before it is suddenly twisted skyward, and a burst of emerald green energy flows out of its open maw. Like a ribbon, the energy flutters through the air before striking into the ground with a thundering pound, the energy sinking and dispersing into the earth. And as it does so, the gardens bloom. All around, the gardens become awash with like; flowers grow and bloom in a matter of moments where none existed before, sprouts burst forth from the earth and grow into mighty trees reaching out into the skies, hedges quickly grow into grand and magnificant shapes without any resemblence of what they had been sculpted into. After a minute of this, the last of this life energy is pulled from the mouth of that wretch, and the monster's corpse crashes onto the ground, withered and ashen.

    Just as quickly as it had come, the otherworldly energy in the air is blown away by the nighttime winds, and the power that gripped the Lord faded away as quickly as it had come over him. And only then, as the stark reality lays before him, does he realise just what he has done.

    "Camila." He whispers, his eyes boring into the corpse of the monster, before him as they brim with tears. "I am sorry, Camila. I am so sorry."

    Without another word, the Lord turns and walks away, unable to risk remaining a moment longer. He escapes back into the night with haste, his siloette only lit by momentary bursts of fireworks.
 
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Delavizh the Reclaimed
"The Hero of Haakon"

Turn 1
General_Deth_Glitch_cinematic_lighting_long_exposure_Depth_of_f_3b35a747-db29-4d23-913e-0e1144...png

This is all we are? Thought Delavizh as he observed the group travelling with him. A fool collecting powerful artifacts so they could be looked at? he thought, referring to Baris. Haakon was a shadow of what he KNEW it could be and what he'd known it as. Despite his distaste for Baris' lack of ambition, short-sightedness and ignorance, Baris was, atleast for the time being, the only other resource Haakon really had to use, outside of himself. As such Baris would, for now, be his closest ally. Thats not to say he thought Baris was worthless or without use. Nor did he think Baris weak as he'd seen some of Baris' earth magics as they travelled the tunnels but strength wasn't just in the power you had, but also how well you could apply it and, Baris applied it to collecting knickknacks, not returning Haakon to its rightful glory and as such much of it was simply wasted. Delavizh would restore Haakon's place as a mighty house worthy of respect and, more so then that, they would do it in the name of the true faith. That cold, lonely god, in a small bastion of faith and truth had defended him and his House against overwhelming odds and he would never forget it. He was their ever ready, ever watchful soldier, a servant to two masters, one temporal and one divine.

Once they had exited the caves and entered the mountainous region of Choss he decided that it would be best for the entire party to remain together, staying with Baris' party. If knew if he could keep their forces consolidated, at least for the time being, they would be significantly safer in this exceptionally unsafe land. He would, however, get a lay of the land. Leaving behind some of his loyal soldiers to help ensure the safety of their temporary home, he would set off, into the wilderness with his more veteran soldiers and one of his Great Yotian to get an understanding of the region and see how he could conquer this new land for Haakon.

Actions
1.
Fortify the Choss Camp (Two Great Yotian and the Lightbringers will stay to complete this)
2. Travel into the surrounding mountains to find out what and where the local populous is and discover if anything unifies them, especially local religions. (One Great Yotian and the Muurdain Shocktroops will accompany Delavizh in this, relavent skills, Investigation, Religion and Inquisition)

Movement
Move to Choss

Intrigue
N/A
 
Dejan of House Laesarale

Nature/Bone Wizard (3/3)

Spell Descriptors
Nature: Travel, Rot, Consume
Bone: Movement, Shadow, Envelop

Age and Personality
Young/Bold

Skills
Arcana
Intruder

Alignment
Chaotic

Holdings
4 Wealth
Special item: Necklace of Eyes
Individual eyes of the necklace can be dropped/hidden to spy allowing you to see in real time, but you can also capture stills. Necklace eyes are immune to negative effects.

Influence
Military (2)

Recent Activity
Defeated the monster, Graniteheart, a dying beast of a bygone age -- it's horrible afflictions from a hundred battles was the only thing that allowed you, to be the one who finally killed it. You gained an item from it's body; the GranitePaw
The Twilight River Children, a confederation of goblins, orcs and bugbears, has your love are convinced your lover/spouse is the bride of some kind of spirit or god, and stole them from their pleasure trip on the edge of the frontier. You must find them. This is more than embarrassment and dishonour, your own spirit is in jeopardy.

Obligations/Ambitions
House Laeraslae wants you to take a province (or the better part of one) and establish a great settlement... from there, they intend to charge you with building a "Tower of Doors" to travel to other planes and locations....
The Unseelie want you to build a folly, a structure that looks like it serves a certain purpose, but is purely decorative or defensible. The folly should like an entrance to the feywild, but is instead a defensible trap.
Make a name for the family through amassing wealth.

Closet Skeletons
To be revealed by the other players

Retinue
10 Dark Sprites
35 Planeswalkers
1 Formorian Giant

Bonuses
Familiar: Mallachdan the Faery Drake
The GranitePaw: A bludgeoning weapon that also functions as a shield. it is magical for the purposes of overcoming magic resistance, and does 2x to objects (inanimate targets)
1 Wealth


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

The trees shook as if caught in a sudden breeze, a few loose leaves scattering to the winds or falling limply on to the ground. From beneath one such leave crawled out a tiny creature, the small sprite looking carefully at the surrounding area. Slowly it scanned the forest, catching sight of others of its insidious ilk as they too studied their surroundings. Hovering to higher ground atop the stumps and fungi around them, the Dark Sprites waited for their Master.

It wasn't long before the trunks of the nearby trees began to creak as they bent to one side ever so slightly like a great door being opened, and from that doorway stepped a mysterious man, seemingly appearing out of nowhere. Garbed in green and brown, the hood of his robe casting his face in shadow, Dejan took stock of his situation.

An apt and impressive criminal in many illicit activities, such activities granted had him considerable wealth. It was these skills that had led his patron House to send him to this frontier. Or perhaps it was due to the more unsavoury nature of these skills, dishonest work, more suited to the House Narvik than Laeraslae that had led to him being cast away to the LastLands...

Theft, extortion, blackmail, kidnapping and even murder had been committed by his skilful hands at one point or another, his talent with walking the immaterial planes a great and wonderous boon in his chosen occupation. Of course such a lifestyle could make enemies, and it was these.. few.. souls that had sprung to mind originally for Dejan, before he had heard who was the true culprit and now his main motive for this foray into the Lastlands.

His missing wife. The Unseelie Princess Wicca.

Meeting her for the first time during his last years at the Academy, it was her tender whispers that had led him to his violent vocation, her people a dark and vengeful lot. Of course he had always intended to cause .... mischief... as it were with his gifts, but the more and more time he spent with her, her uninhibited provocation towards him, the dark, handsome stranger, the more he slipped into her vicious views. And for every plunge he took deeper into her black world, every drop of blood, every broken bone, her torrid rewards for him only grew.

Though there was to be no reward for him, if the rest of Unseelie caught wind of her kidnapping however, only hell to pay. Revelling in blood and violence, their punishment was sure to be as damning as the void that was his heart at her disappearance. How ironic that a pleasure trip for his love would now be the cause of his own pain. The loss of his wife would destroy his very soul if he did not find her well. That is if the Unseelie did not destroy his body first.

The other trees of the woodland began to groan, stretching sideways as others quickly followed, materialising from the Ether in a flash of light. Converging upon him, they waited for their orders, these Planeswalkers loyal to House Laesarale and so to him. It wouldn't be long before he would put his plans in actions, just one more thing was needed.

With a rumble from behind him and the loud crash of toppling trees, as the last of his band entered this new frontier, all would be in place soon enough...


-----------

Movement
Move from Esau to Nerry

Orders
1. Build Tavern/Festhall to allow Dejan and his Retinue to accept and contract out their services for profit. Formorian Giant and Dark Sprites will aid in it's construction, with local materials. Planeswalkers will spread the word around the various settlements of Nerry through ads, notices and word of mouth (1 Wealth Spent).
2. Expand the local woodland at Dejan's current location. (Consume/Rot Descriptor used) (Arcana Skill used)

Intrigue
Ask the local populace about the various humanoid tribes that live within the mountain, mainly looking for mentions of the Twilight River Children (Travel/Movement Descriptors used)​
 
Lady Niki of House Xyphon(Religion)
Age:25
2 influence with the Church
1 influence of the Nobility
3 points of Wealth
(10)Houseman
(5.5) 20 Templar foot knights
Turn 1
Niki was walking to Esau. She was planning to go get her gold back from the raiders. But first, she would do a church event to heal some people or give some luck. Her son was next to her. Aster was skipping and humming a song. She was going to protect him no matter what. So she had to lie about how he was made. She was glad she had him even if it made things harder. She was ready to go into Esauto get people to believe in the church and to get some money. People like to give to the church. The leaves fall on her blond hair. She gets them out as she doesn't like to look improper before others. She wondered if anyone in her house came to these lands. Someone could have heard of them coming and then came to Esau. They might be in Esau right now she thinks to herself. But she sees a village coming into view. She gets the dirt off of her dress and gets her hair out of her face. She gets Aster to come near her and puts on a gentle smile for these people.

Actions
1. Travel to settlements and talk about the gods and do some things on behalf of the "gods"(Used her Astral magic and Diplomat, Her son and the Houseman will be her)
2. Get some money for the church to be used for church buildings(Diplomat skill used)

Movement
Move to Esau

Intrigue
Asked if any other House of Xyphon has come to this land(Diplomat skill used)​
 
Turn 1
Phaidra Larkbella

"May our enemies burn."

Intrigue
Send agents to uncover influential figures within the province of Esau in hopes of offering bribes to them.

Action 1
Foward 1 Wealth in order to begin restoration of the manor

Action 2
Begin training of my troops in order to advance their military force.

Movement
N/A​
 
Turn 1
Xion Parisfal
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The time has now come to fruition. The time of the House of Parisfal is now.

A monumental task lies before him. Not only must he keep a child of his Uncle safe from the clutches of the Fae from a deal that he refuses to honor, he must build up enough wealth that he can pay off the debts of the family and do so without having a base of operations within the region.

The only Gods saving grace in this is that his own cousin, Ortes. Having an ally in the region and a fellow member of their House should make the task easier, if at least slightly. The main burden to bear however was for him to hold. It was his gods given task and he would see it through to protect his family and crush all opposition to their House. By the time he was through with them, there would be no enemies left standing, and that includes any Fae that attempt to steal his ward.

Xion is seen by many as a brute. His tall, muscular appearance and large beard give such an impression. And he does not dispute it, in public. But beneath that brutish exterior is a man that is far more cunning than his enemies give him credit for, which works towards his advantage.

As a Commander and General of his Army, his tactical acumen is quite strong as his his personal fighting skills due to his training in heavy armor and wielding heavy weapons. Not many would undertake his training regime, but it was important to him to be stronger than the opposition. It meant that any slight against the family could be answered with force and on the grounds that House Parcifal was the innocent party that was wronged.

But now that he was in the lands of the last, he would send his family towards the top and make sure that they grow.

The province of Aflil calls to him, even though it is partially claimed by another Lord, one of House Alder.

A letter was carefully crafted and sent to the Lord of House Adler in hopes of achieving a level of peace in the region.

Dearest Alder,

We have been informed of your troubles with House Touryan and am most troubled by this. We shall be settling in the trading village to the South of your Port, and would love to be good neighbors, rather than bad ones. In the event of any strong opinions from the Touryans on your independence, we would be happy to support you. Of course, we would appreciate some economic favors as well, just between good neighbors. We humbly await your reply,
Xion of House Parcifal
Crocodile Crocodile

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


Action 1: Settle at the Trading Village in Alflil

Action 2: Use Mounted troops to hunt down and eliminate any nearby bandits in the area, collecting their coin and anything else that they have acquired.

Intrigue Action: Investigate the Disposition of The Lions and see if any will be brought under our wing. If they aren't amenable to that, then to try to get them to help us with the ruins for easier exploration/searching.​
 
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Turn 2

Akçay Yusuf



Orhan had his time in the sun. Now he'll begin to make good on his promises by the light of the moon, for Gleeb was best a prize given, not conquered. Akçay simply refused to have it any other way. This triangle of civilization in the Lastlands will serve both his and House Vashna's purposes well, and grant him a needed reprieve to search for the conspirators that assassinated his brother Raif.

"Uncle?" A voice called, knocking against the door of his study.

Akçay stood, taking a look through the peephole the Redoubt smithy installed at his request. The little folk were quite taken with him after he ordered the mana pools under construction within the dungeons of Fort Arontooth dismantled upon their outcry. How they so readily forgot the spectacle with the Seneschal, he'd never understand.

His nephew Oktay paced to and fro in the corridor. Alone. But not empty-handed it seemed.

He unbolted and unlocked and held open the door for him, gripping the barrier like a shield until Oktay passed the threshold and went to deposit a bundle of wood by the fireplace. Once he finished tending the flame, he lifted the tea kettle off the pothook and set it down on the table near the bricked off window.

These visits were becoming something of a routine. Akçay kept few servants before his family entered his protection, always prepared to leave for the next assignment as soon as his objectives had been completed. Back then, he was considered doting. Thoughtful, even. Now he was afraid that he was remiss in his duties to those that he loves. Navigating matters of the heart which didn't pertain to killing was difficult for him. Perhaps it was for the better, he reasoned over his cup as Oktay finally gathered the courage to speak his mind.

"Your soldiers march out tomorrow. I should march with them."

"You should." Akçay replied without hesitation. "You're needed. Even with Bremlaut delivering ciphers back and forth, I want a spymaster of my own to decide urgent matters in the basin while I remain here to treat with Xyphon. They'll be arriving any day now."

Oktay leaned forward. "What would you have me do?"

"Though of uncertain outcome, an effort is to be made creating and spreading an evolving narrative of our choosing to the unsuspecting citizens of Middleton, Weston, and Easton, a secret plot I suspect will become doubly effective if communication between the three towns is ever disrupted. When you finally bear witness to the commoners taking it upon themselves to further this work in every alleyway, on every street, and in every home, the Pantokrator himself will know the soul of Gleeb to be Muurdain."

Orders

Moves to province of Gleeb, expends half of Akçay's mana to help move Wernhard and his retinue to the province of Gleeb.

1) *20 fooligans (military saboteurs) (5 pts) set up traps ahead of Gleeb's patrols (injuries preferred over fatalities), whittling down their numbers in ambushes/skirmishes in order to: weaken but not decimate their forces, make the merchant class nervous, and plant 'evidence' framing officials/bureaucrats within the administrations of the council members as taking kickbacks from local outlaws in exchange for slipping them info for the attacks. Bremlaut (akçay's silver messenger pigeon familiar) (•• in astral/bone) supports them. 10 bosses (taskmasters) (4 pts) are held in reserve. The identity of those comprising the taskforce is kept anonymous at all costs.

2) *Agents infiltrate Gleeb's settlements to bribe or commission it's citizens to create and propagate art and media critical of the local governments with a pro-Muurdain bias. Funded by 1 unit of wealth.

Intrigue: *5 underbosses (very dangerous pardoned individuals and spies) (4-5 pts), 10 dangerous thieves (3-4 pts), look for hidden closet skeletons of the council members, searching for damning blackmail material, or, if finding none, seeking or creating alternative means of leverage. 1 unit of wealth is used as bribes for guards/staff.

Scene: Akçay prepares to intervene alongside his two allies, ideally with a strong hand over the council, after outlaws are expected to flood into the undefended center of the Gleeb basin.

*May have espionage bonus as House Vashna. Influence with Pointe settlers (immigrating from the Gleeb) is tapped for info and contacts. Agents might be able to use the criminal underbelly of Gleeb to their aid. Skilled in assassination, intrusion, sabotage, and surveillance.
 
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Baris Demir, House Haakon

Turn 2

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Traveling through the tunnels to Choss was surprisingly easy. Though, the column of soldiers Baris was traveling likely warded off any issues before they popped up. Their arrival in Choss itself was similarly easy, barring the sheer density of arachnids, so much so that many men were sneezing spiders. A portion Baris' forces had a particular "bond" with spiders, making it much easier to set up camp in the region, and even train some of the creatures as mounts. Though he hadn't planned on staying in the province long, the one town they came across was proving to be an interesting distraction. A coven of witches there seemed to be the de facto rulers of the province (if one discounts the spiders), and for some reason, have decided the Baris is an excellent choice for their new leader. Of course, he would need to pass their tests first, to earn the position.

For now, Choss seems to be a good base of power in the region, and even if it is a distraction to Baris' true goals, getting a good foundation in place here will likely be a boon to future operations.

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Character Information

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Wealth
3

Skills
Archaeology, Linguistics, Persuasion, Survival

Martial/Magic
1 | Athletics
Earth 3 | Excavation, Reinforcement, Sensing

Influence
2 Military
1 Populist

Owned Land
N/A

Relations
Open Hostilities [Xyphon]
Tensions [Parsifal]
Tensions [Vashna]

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Actions

≡≡≡≡≡ ≡≡≡≡≡ ≡≡≡≡≡

Turn One Decision Point
Choice A) Tame the Big Ones [Gain 10 spider mounts for vigilants]

Movement
N/A

Intrigue Play
Gather information on the village and the coven of witches. Primarily aimed at determining the reason for their desire to see Baris as their leader, as well as what their tests may entail.

Action 1
Recall any of the Gifted Web who are not at the camp and work with them to tame more spider mounts. Delavizh's men are free to join them in this task. As side goals, attempt to find and tame a particularly large spider (elephant to house sized) for Baris to use as a mount and see if a viable amount of nightshade and sagebrush can be found to keep even the sneeze-able spiders out of the camp. [Skill: Survival]

Action 2
Send a message to the Collective Trust League introducing Baris Demir as the representative of Haakon's interest in Gleeb as well as setting up a meeting to discuss the political situation of Gleeb as a potential part of Haakon's territory. [Skill: Persuasion]​
 
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ORTES KETER - HOUSE PARSIFAL

Turn One Response:
B) Play along -- keep these officers doing Ortes' job for him, until he could do the job with his own agents as well or better.


Ortes is no true humanosupremacist. But even so, he had his pride, and it galled him that upon his arrival this was what his arrival amounted to. But he knew his conduct reflected House Parsifal's own in the eyes of these people, and to simply put them to the sword or exile them as reward for loyal stewardship would be a travesty. So, reluctantly, he chooses to become their... 'student'. However, Ortes makes it clear to the Council that House Parsifal remains the lord of these lands. And for their sake as much as his own, to not seek to overly humble House Parsifal: Muurdaanian nobles being what they are, even this gesture is a rare indulgence, and the House would decidedly frown if the Council sought to assert its own independence unduly.

One need not think of what Xion, noted scourge of non-human uprisings, may do if he thinks Parsifal insulted.

Ortes assures the Council, however, that he has no such designs. So long as they serve loyally, there is a place for them under Parsifal's aegis.


TURN TWO:
TWO ORDERS
- SPREADING BRANCHES: Using my combined influence (2 noble, 2 church, 1 populist and military) across multiple sectors of society, and the newfound fame from hunting the Infernomorph, approach the other town in Wes and see about garnering influence in their politics and eventually enveloping it in the loving embrace of Parsifal control.
- THE ORTESTOWER: Use [2 noble influence] in order to do an end-run around the interference of the Fetch, constructing a tower with [2 Wealth] to eventually help defend the province against the Infernomorph's return.

ONE FREE MOVE: NONE

ONE INTRIGUE PLAY: RIDE TO THE WEST
Using the Feyroad that Ul-Dyril has built, arrive in Baumung along with ten of his best men to aid in Ul-Dyril's explorations, as thanks for her assistance with the Infernomorph.
 
Lady Niki of House Xyphon(Religion)
Age:25
2 influence with the Church
1 influence of the Nobility
3 points of Wealth
(10)Houseman
(5.5) 20 Templar foot knights

Niki went outside of the temple and just had done a church session. When someone came up to her. They had the info of there being 3 nobles there and their names. Sir Wernhard Ceslaus, Lady Phaidra Larkbella, and Albwin vam Holt. One was in her house. She hoped that all three would be her allies. She got her son and went to write 3 letters that all say:
Dear Noble's name

I know that you have come here to this land. Your house wanted you here or you wanted to get power. In these lands, we could try and do war with each other but I think being allies would be better. Now I know my house has a bad rep for being mean to the houses. Part of it is true and another part is just they are being made the bad guy due to them being one of the stronger houses. But I am not like the rest of my house. I value the lower classes and want them to know about the gods. If you don't want allies then I won't try and hurt you first. But I won't hold back if you do the first move to war. Best wishes to your house and I hope to be friends.

By Lady Niki of House Xyphon


She finished all the letters and got 3 people to go and get to the manor they were staying at. She then got 20 Templar foot knights to go and get her gold from the raiders in Reilor. She couldn't go as the people here and her son needed her. She would make this into a town with some of her wealth. She wish her knights good luck and went to work on a town.

TURN TWO:
ORDERS
- Her knights would attack the raiders in Reilor to get the gold they had taken from people(Use 20 knights)

- Make a town where the temple is in the center(Use 1 Wealth)

MOVE: Knights from Esau to Reilor

INTRIGUE: Send letters to the 3 Nobles in Easu​
 
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Karim Malsa
Turn 2


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My dearest friend,

I feel it has been too long since we last spoke, Lady Larkbella. I hope your ventures into the Lastlands have been more uneventful then mine. It seems I was not the last of my house, as I had thought, it seemed my cousin survived. But, unfortunately, he was not keen on a family reunion. He hired numerous pirate captains to waylay my ship, steal my wealth and capture me. Luckily, with the help of my traveling companions, Ortes of Parsifal and Oznah of Alder, we were able to dispatch the captains. I admit to some trepidation over what I saw, a Kraken. It devoured a ship and nearly devoured one of the pirate captains, Gerard, but I saved his life and he now serves as my stalwart friend.. To tell you the truth, Phaidra, I don't know what possessed me to take his hand. He looked scared and desperate, I saw the great maw of the beast, and I just couldn't leave him behind. Silly of me, considering who I am, but my hand reached out of its own accord.

After landing, my cousin showed himself. Leading an army of three hundred and fifty bandits, dubbing themselves the '7 Paths'. I defeated them through a timely alliance with a... interesting being. I lost four brave men in that battle though, and my cousin, too, fell at the hands of Gerard. In truth, when I saw my cousin fall, it was a dark movement of realization. This was it. I am truly the last of my house, for I have just extinguished the only other Malsa light in this world. I would never say this to the others, but if there is anyone else who knows what it is like to be alone, to have no family, it is you. There is some solace in that, on my part, to know that even if I am without family, I am not truly alone.

I hope Esau is treating you well, I've heard that it is rather lovely compared to Prax, although Prax has its charms. I await word from you and your adventures, and I pray to Desna, that our paths shall cross again.

Yours,
Karim Malsa

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Outside of Prax

The men of Malsa were gathered around in a large throng, the Elites, Fate's Chosen and many of the villagers banded together as they crowded the small graveyard of Prax. Four freshly covered graves stood in stark contrast to the older piles around them. The air was stale and somber, but there was no weeping. No tears among the crowd, just respectful silence from the villagers and the elites and a stone silence from the Fate's Chosen. Their silence as heavy as the haunted looks in their eyes, as the horrors of the battle replayed in their heads and had them jolting awake, screaming at the night terrors that stalked them.

Off to the side, a long table stood laden with food and casks of beer ready to be opened, for the feast of the fallen, the feast of their 'great' victory and of their 'new friends'. A small wooden stand stood before the graves.. Slowly, Karim ascended the steps to the stand, his armor and hands still stained with the blood of the bandits as if he could not bear to be free of what happened just yet. Karim ran his dark eyes over the assembled crowd, pausing at each and every Fate's Chosen, recognizing the same look in their eyes that he barely hid himself... as he internally struggled with the knowledge that he had put that look there. He had brought these brave men to this land, men braver then he, following a coward in search of glory and wealth. He had lost four men but utterly routed a force of three hundred and fifty, it was an overwhelming victory by all standards, but as Karim stood there, on that podium, looking at his men.. he did not feel 'Glory'.

"People of Prax, Men of Malsa, my brothers, we have won, but.." the words trailed off as Karim looked off into the distance, to the setting sun over the sand dunes, "But we lost four of our own: Amir Hashem, Mahdi Piruz, Farhad Shayan, Cyrus Dariush.. They gave their lives so that we'd have victory, so that we could liberate this land of the bandit filth that infected it."

Karim paused as his eyes trailed over to the side, to the freshly covered graves, "I wonder if we didn't pay too great a price for our victory. We have allied with the insects of this land, we have ensured prosperity for our people, but.." once again the words drifted off before he looked back to the gathered people before him and pushed on, "As some of you know, and many do not, I am the last scion of House Malsa. I have no family to speak of. The last of my family hired pirates to attack us at sea, and led the bandit army that long plagued this land and her people, and tried to take my head. He met his end at my friend, Commander Gerarld's, blade," Karim paused, his eyes finding the former pirate captain's before he gave a slight nod towards the man.

"But if that is all blood is, the need to betray and kill for coin," Karim almost spat the word out, "Then so be it. For I have a new family, one forged by stronger bonds then blood. You," Karim raised his arms to the assembled people before him, "You are my family. Every last one of you. You are my brothers and my sisters. The blood that pumps through your blood is the same that pumps through mine, our hopes, our dreams, are united... And I will do whatever I have to, to protect my family. To protect you. If I have to travel to the depths of the Abyss to ensure that the sacrifice of my brothers: Amir, Mahdi, Farhad and Cyrus were not in vain, then I shall. I will make a bargain with every devil if it ensures we never lose our family, our home."

Karim let his words hang for a moment, his face a ferocious scowl of determination, of conviction, "We will fight by each other sides, we will drink by each other's sides, and by Desna as my witness, if our end should come, we will die by each other's side." [Inspirational+] [Charismatic]

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Karim's Bedroom,
Late that night


The victory feast was winding down as Penwhistle the 3rd worked hard to keep everyone from over indulging in beer and that the feast was enjoyable but not chaotic. Karim spent most of the day talking to his soldiers and important members of Prax such as Churr-Chur. But finally, as moon started to rise to the center of the sky, Karim was able to make his leave of the feast to gain some solitude. As he stepped into his modest chambers, his eyes scanned the dim, candle lit room. When he found no one, Karim almost seemed to shrink into himself. His puffed out chest almost deflated, his shoulders humped, the constant, soft smile across his chin fell to nothing as he trudged into his room. He went a few feet before he stumbled and had to lean against the small desk to keep himself upright as his chest started to heave. His breath came out in short, rapid gasps as his hands raised to clutch his face, trying to will it to stop. Willing it to go away, but failing miserably.

Images of the battle flashed through his mind, of his men being struck by arrows that splattered blood over the wagons with wet thuds. The bandits screams of pain as the men cut them down, as flails attached to the wagons swung around to break ribs and send bits of skull flying through the air. The smell of salt, iron and human waste choked the air and nearly suffocated Karim as he had waited for an arrow to find his heart, for a sword to fall on him, but neither happened. His cousin, his brave, foolish cousin, who used to enjoy tormenting him when they were children's. The look of surprise on his face when the blade pierced his chest, the moment of happiness to know his bully had felled but the horrible realization that, now, he truly was alone... The moment of pure terror when he had blinked behind his elites and joined them for the final push, as he waited to be overwhelmed, for the bandits to push form around the men and cut him down as the fake he was. The way the men looked at him, cheered, cried his name as they fought.. Fought for a fake. Fought for a man who did not exist.

Karim's shaking hands reached out to grab the wooden pitcher of water on his desk and he tried to pour himself a glass, but his hands shook too much and all he managed to do was spill water over the desk and himself. After a few moments, he gave up and tilted the pitcher, itself, back. The cool, refreshing water overwhelming his throat to spill down his shirt before another memory came back. A memory of honeyed horse and pork.. The pitcher fell from his lands to bounce across the floor as Karim retched, his stomach heaving as he covered his mouth to stop the vomit from spilling forth. Karim stumbled towards his bed, but did not enter, instead he grabbed the blankets and pulled them off as he walked and collapsed into a ball in the corner, pulling the blanket tight to himself, his knuckles white as he held the blanket with all he had. Memories of the end, as the ants piled up the bodies, as their mandibles snapped shut on wounded bandits begging for mercy, begging to be saved, to be spared. The sickening crunch as bone and cartilage were shattered. The way the insects began to consume.. Tearing flesh from bone to be digested into 'honey'. As other insects dragged the bodies away to their Hive where they'd become homes for their young... Bile rose in his throat as he buried his face in the blanket. As the wind outside picked up, he could hear the mechanical precision of the mandibles. As they opened and closed. As they crunched on flesh and bone.. And as the phantom sounds made their way into his mind, Karim sobbed into the blanket. [Fearful]

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Prax

Karim stood in the center of the corral, the wooden fence as high as his chest as a majestic white Montbanque trotted around. The mare was massive, even by Montbanque standards, her muscles rippled under her coat as she moved, her long white mane flowed in the wind as she ran. Her heavy steps making an almost hypnotic sound against the dirt as she happily trotted around and Gods spare anyone that tried to get in the way of a Montbanque's path. His dark eyes trialed the beautiful mare as she ran, his mare. A gift from Prax, Allie, they called her. A cute name for a powerful warhorse, but it somehow suited her well.

He made a loud clicking sound and Allie's ears swiveled up and within moments she was trotting over to Karim barely coming to a stop before she trampled over him as she gave a loud, playful whine and bumped her head into his. A smile that reached his eyes spread across Karim's face.

"Good girl," he murmured as he ran his dark hand across the fur of her neck. He could feel the powerful muscles in her neck flexing under his touch, "You've been eating well?" he asked the horse rhetorically as he stepped down her length to run his hands over her back before he took out a thick horse brush from his pouch and began to brush her down, to remove the sand of Prax that had a way of latching itself to everything it could.

Allie almost seemed to preen under the attention, her hoof sticking out to pat the dirt as if to show her approval, "Yes, yes, I know, you'll get your apple when its over," he chided the impatient horse.

Karim paused for a moment as he let his eyes closed and rested his forehead against her flank, he loved this. It was in these few moments, with the horses, out in the sun, that he could forget who he was, where he was and what he had done. Lose himself in the animals, in the work... He'd give up all his gold if it meant he could just stay here, forgotten, and just tend to Allie and the others.. But he couldn't. He had done.. too much. Too many people expected things from his 'family'.. His family of one.

Karim took a shallow breath, forcing the smile back on his face, as he went back to brushing, intent on enjoying whatever fleeting moment of peace he could latch onto.

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Character Information

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Wealth
5

Skills
Skullduggery, Charismatic

Martial/Magic
2 | Duelist, Inspirational+
Astral 2 | Fortune's Fool, Mindscreen

Influence
3 Populist

Owned Land
Prax

Fief Structures
Sandstone Vault

Relations
Mutual Enmity [Xyphon]
Mutual Defense Pact [Varna]
Friends [Hive Imperious]
Trade Agreement [Xion Parsifal]
Trade Agreement [Ortes Parsifal]
Trade Agreement [Oznah Alder]

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Actions

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Intrigue Play
Karim will send agents to deal with Hiram Odwyn... The agents will be tasked with finding if Hiram wrote down or otherwise hid any evidence of what happened before silencing him for good and destroying any existing evidence. [Skullduggery] [Inspiration+ {to ensure his own agents loyalty}] [House Narvik]. In addition, Karim will use [Insight] to see if he can find any hints or better ways for his men to go about it. Karim is willing to spend 1 Wealth for bribes, greasing palms, disposable thugs, proving to Hiram they have a 'reward' for past services to lure him out or find if he hid evidence, etc to ensure it goes as smooth as possible [If Needed].

Movement
Karim, Gerard and the Fate's Chosen will move to Shiv to meet up with Oznah Alder's and Xion Parsifal's forces.

Action 1
Prax will build the prison for Hive Imperious far away from the actual fief, proper [2 Wealth]. Using Populist [3] to delegate officials to run it [Inspirational+] [Charismatic].

Action 2
In Shiv, Karim will join forces with Oznah and Xion to follow Gerard's map to the lost treasure within [Fortune's Fool] [Inspirational+]. Karim will use [Insight] and [Astral Sense] to help avoid traps/ambushes and find the treasure or anything interesting on the way there.. probably kicking down the bandits that have overrun Shiv in the process. [1 Wealth is being paid to Xion]

Additional Notes
Due to the lack of a market, Karim will be using Mayo Jar to make 1d2 units of beer constantly for his troops and fief to drink. Beer rations will be handled by Penwhistle the 3rd [to protect against another drunken GorMon spree].

Prax militia have undergone one action worth of training [Turn 1]

Trade Agreement with Xion Parsifal, establishing trade between Prax and Trading Post in Aflil.
Trade Agreement with Oznah Alder, establishing trade between Prax and the Alder Port in Aflil.
Trade Agreement with Ortes Parsifal, establishing trade between Prax and Wes [routing through Aflil]​
 
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Ul Dyril of House Nyrael
Turn Two


After founding a place in Baumung as well as connections with House Parsifal through Ortes Keter, Ul plans to expand importance in the province as well as her connection with the elven gypsies, their witch coven leadership and any other individual civilizations which may be interested in companionship and cooperation. As well as claiming Temple Grund and the aid of certain spirits, she has obtained the cooperation of cultivators driven from other lands which only supplies foundation for growth and resources. With her next steps, she plans to know of the region as if it were her own, as well as show the inhabitants of Baumung that danger and villainy is of no place in their paradise.

Actions:
Open Sesame - Ul Dyril will use one wealth as well as a nature spark generated from the Temple Grund in order to open a fae road extending from Baumung to Wes in order to allow for distant travel and keep good connection with Ortes to allow continued cooperation. She hopes having completed a desired road of the people (obligation x2) she will earn further approval of her people and her house, and perhaps the possibilities of her exploits may reach those such as the elves to peak their interest.

Expedition Party - Ul has a long list of things she knows is in the province, or is at least convinced so, all of which she doesn't possess any leads on where any of them are which causes a slight difficulty if she wished to deal with them. She plans to take 15 Wardens and 4 Druid Lieutenants all of which are armed with poisonous weaponry thanks to the Shield Poisonflower spirits as well as taking Dad for help in case of whatever they may encounter alongside Ortes and which units he chooses to bring, in order to search around the region for  anything. Her list of importants in mind includes the bandits and outlaws that cause trouble for the elves whom they have asked to deal with, said slumbering or potential monster threats that inhabit the region such as the Black Banished Wadjet as potential monsters or wild beasts may be domesticated or tamed using Husbandry (skill). She also is curious of anything interesting around the region, other inhabitants she may forge alliances with, or anything botanical her Herbalism (skill) can let her know of or utilise.

 Intrigue
Certified Barrows Inspector - As of request of Ortes from House Parsifal, Ul will use the fae road she created to travel to Wes and get a reading on some barrows that need to be checked with nature magic. There's not much she could possibly obtain from doing such, but perhaps attaining said information will reward bountifully when it is explored.
 
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Orhan - House Hegemon (Tech), Turn 2
Amateurs speak of tactics and strategy. Professionals speak of logistics and sustainability in warfare. The Empire and House Hegemon, by extension, were at war. Perhaps not directly spoken of or referred to as a war, but the Lastlands were turning into a theater of operations. Multiple prongs of entry and attack to establish various beachheads. These beachheads had to be reinforced otherwise, they would wither from attrition. Many ambitious invasions were laid low when the attacker failed to follow up and sustain the initial push. Orhan would make sure that this would never occur. Though personal greed and vice would likely somewhat hinder the war effort as a whole as was normal within the Empire. Still, the matters of others were not under Orhan's purview. Nay, he was here to pave the roads so that the Empire's legions would one day march down cobblestone roads to eternity. Here in this valley, Orhan stood at one of the first roads that led to eternity. However, it was a modest road, punctuated with a series of fortifications and forts. These dirt roads were not fit for the shining boots of the Imperial Legionnaires.

Orhan knew that he would be the one to bring change. Yet, he also knew that such roads could not be left undefended especially when monsters lay in the highlands. He needed more martial might to be able to deal with future potential threats, especially GREED the troll. With additional legions distant and unavailable for at least a while, Orhan knew that he had to come up with a way to defend the Empire's in roads into the Lastlands. In his mind, he knew of others who in the past so dutifully guarded Pointe for their own benefit. Yet now, they would learn to guard Pointe in the name of the Empire, in the name of Hegemon, in his own name... just like the Houseman.

---

Order 1: Bring the dead platoon of Longbowmen and the Fire 2/ Air 2 Mage back using Astral 2 (Communion), Bone 2 (Necromancy) and Nature 1 (Rebirth). Use the other bodies from the conquest of Pointe as a source of mana and the Wizard's Tower to aid with the ritual. (Maybe as Twiceborn if possible? Or whatever else you may have in mind that is fitting and the dice permit.)

Orhan (Technologist)
Astral 2 (Communion)
Bone 2 (Necromancy)
Nature 1 (Rebirth)
Wizard's Tower
Mana from recently vanquished

Order 2: To spur further economic activity and bring gainful employment to the region with the recent waves of migrants and vagrants emerging from the woodwork, continue public works via construction of trading infrastructure such as establishment of caravanserai/inns, marketplaces, and better roads/safer (maybe even magical? Reinvigorates travellers, gives off a bad vibe to monsters/beasts and acts as a repellant, etc.) in Pointe.

Orhan (Leadership, Technologist)
Astral 2 (Counter Magic, Communion)
Bone 2 (Necromancy)
Nature 1 (Rebirth)
Siege Engineer
2 Wealth (2 Wealth already invested in restoring fortifications/base infrastructure)
Influence:
Military: 1
Church: 1
Nobility: 1
Populist: 1

Intrigue: Begin investigations into the recent disappearance of the adventuring Hegemon family member(s) who went missing in the Lastlands. (Recent Events Quest Chain)

Encounter: Diplomacy/Negotiate with GREED the Troll (Diplomacy Skill)

Movement: Enter Gleeb in defense/support of Akcay.
 
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Turn 2



The indigenous peoples were capable of more than subsistence farming and rock scratching. They had ambushed his own mining golems during the arrival period. That had been unanticipated. Therefore, he was forced to fix this problem, which was why he now sat in a work suit in his workshop. Smyth's eleventh golem was exactly the same as the other 19 in appearance, except for the accrued damage it now sported. The head of Eleven was chipped deeply in the right eye. The left hand had been smashed off completely and a fissure proceeded from the stump to the midway of the forearm. It had a limp due to missing all of the toes on its right foot. Smyth ruminated and the golem stared back.

Smyth was perched on a stool. A nearby coal brazir provided the light he needed, though it was uncomfortably hot compared to the finely-made Kherish workshops of Muurdaan. He reached into the bucket beside him and brough forth a giant clump of sandy clay. He gave an effort of concentration, and saw how a golem hand ought to be in his minds eye. The clay squirmed warmly in Smyth's palm and then met what its magician intended; stony and pale-ish with a perfectly flat ending for a wrist. He set it aside on the floor and grabbed another handful of clay.

Now he went to work on the toes, and in a similar fashion the missing digits were set aside. The creak of a door opening broke his concentration. Toofus the longpig stepped into the workshop.

Smyth did not look. "You are not allowed in here."

"No grub m'lord," countered Toofus wetly. All of their words sounded wet, with their purplish pig maws and bulbous pug noses.

Smyth nodded patronizingly. "No grub," he agreed over-sweetly and then held up his clay-stained fingers. "Unless clay?"

The longpig snorted piggishly. "What about base-mant m'lord?"

"No, beast." It had meant basement. It had learned basement and that there were men kept there. The beasts never ceased to amaze him with their low intelligence. Smyth stopped his ministering to the damaged golem and turned 360 degrees around on his stool. "Eat birds."

"No more stone men get bird, m'lord"

"Drink water. We will go through the hole and there will be things to eat outside."

The longpig bobbed its ugly head and retreated. Smyth spun back on his stool and returned to repairing Eleven. He smoothed clay over the limb fracture and worked his fingers over the fissure. The soft clay knitted itself perfectly over the crack and in a moment it was repaired. Smyth enjoyed working with his hands, though this would be an inappropriate passtime to speak of in court. He scooped up another handful of clay and began attaching missing body parts. Tomorrow would hopefully be a success.


Turn 2 Actions

Defense: Smyth fills the castle with traps and repairs the 5 golems. The Castellan Crystal is set up in a disguised and walled off room. It will run the traps intelligently to shred the enemy army the best. When the castellan crystal detects that as many enemies as possible are within the castle, it will drop a big disguised stone slab over the exit and trap the enemy inside. His golems will be ALSO be hidden in faux walls, so that they can burst out and surprise the surviving enemies. He intends to have the enemy force all but destroyed by the precision trapfest, then the golem ambush, and then mop up what is left. [Earth Magic, Skill: Architecture, Skill: Scuplting, Descriptor: Earthshaping, Transmutation, Runesmithing]

Also, Smyth makes sure to seal the rampart accessways, plugs the arrowslits, and some windows, so that even if everything goes wrong and the enemy force survives they cannot attack him with missiles from the castle whilest he rampages outside.

Ambush: Smyth tunnels out of the castle and has the rumbler tiptoed down the tunnel and out as well. He waits in a fireless camp with his orcs and his redeemed for the enemy to take the bait and assault the castle. When the enemy takes the bait, Smyth will sweep aside what enemies remain outside the castle.

Intrigue: Smyth has an untrained crow given a message as if it were being sent to fly to an ally to request reinforcements. It says that the main gate is weak due to a 'structural subsidence and unseasoned wood being used'. The enemy army will hopefully then bash down the pre-weakened main gate and storm the castle en-mass: thereby entering the trap.
 
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