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Nation Building Lastlands: Pawns of Muurdaan (Process)

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Pat

Three Thousand Club
The gamemaster update thread of the Lastlands: Pawns of Muurdaan roleplay.

Lastlands_NW1-1.jpg
 
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Cosmo Cosmo :

BLACK SAILS ON A MAIDEN VOYAGE:
Pirates he feared, and Pirates there would be. There was simply no way to move so much wealth without loose lips and dreams of avarice.

Karim knew immediately it was his nephew, Kimah -- who had set him up. He saw the heraldry on the pirate flags and saw some familiar symbols with the lackeys Kimah had about. Karim's leaving the capital was to be Kimah's windfall, he hoped... when in truth he had likely lied down with dangerous and dishonest men who would do nothing to enrich him. But the Genie was out of the bottle -- Three Beaten but fast sloops, packed to the brim with pirates, Snaked after Oznah Alder's vessel, jockying for position to be the first to board...

Stockley 'Mad Eyes' Huckabee captained
The Manta

Gerard 'Furious' Noire captained
The Cry of the Minnow

Rexton 'Zigzag' Inigo helmed
The Night Insanity

"Strike your colors and surrender Karim and his wealth -- We have no quarrel with a Parsifal or Alder, but we'll make one if we have to! In fact, you'll be left a cut of the spoils if it spares us a fight!" the pirates called over the waves with some magical horn.

ENCOUNTER: 3 sloops vs. the Merchantman ship of Oznah Alder. Crocodile Crocodile Cosmo Cosmo ThatWhichShouldBe ThatWhichShouldBe (discord)

__________________


Action 1: Before this terrifying turn of events, Karim had gone to lengths both magical and mundane to preserve his... secret.
He came to two findings -- Hiram Odwyn, was a reliable but not exactly trusted henchman nearing retirement a poor man -- he had a direct hand in executing Karim's orders, even if most of the lesser agents had been "Shortened" after the debacle. Hiram was a liability -- he would sell Karim's fate or dignity to retire in comfort -- or at least Karim was confident such was the case. If his own house was to be bulwarked of the scandal, given deniablility... Hiram would have to die.
That did not help at all though when he realized through astral scrying that his host, Oznah Alder knew his secret through and through, and even knew personally the thugs who had fenced the noble ladies into slavery -- though not to an extent it got HIS hands dirty. Perhaps a chat was in order. Surely many heard rumors and many suspected, but unless they took initiative Karim could bury most evidence at the source... if he was lucky. Or so he thought.

LATER... (If survived...)
Karim made landfall in the lastlands... and set march for Prax directly. The people of the desert always seemed to watch from the horizon... not eager to meet the "lord" of Karim's new "Fief" -- The baggage trains of Karim glinted in the sunlight, regardless of the cover or camoflage, so laden with treasure were they. His vassals instead sought to see their new lord prove himself... and soon Karim's forces were swarming with highwaymen or uncertain leadership -- cutting off the roads Karim needed to reach Prax's interior and converging as one metastatic mass on the baggage trains...

ENCOUNTER: "7 gates of bandits" (discord)
 
ThatWhichShouldBe ThatWhichShouldBe :

PIRATES!!! (Discord Encounter before making landfall)

- 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.

After the hunt of the Infernomorph, which showed SOME success, Ortes was greeted as a hero by the nomads that travelled between the two towns in the region. Nobody thought that the monster would be gone for long -- but it had been harassing with impunity for weeks and for it to be humbled was long overdue. Ortes had not only greatly wounded the creature, but learned that the terrain burning around it fed it's power and gave it a shield of heat. Welcomed as a hero, he met a council of Great Loxodons (Elephant folk of near-giant stature) that had been running the town of Shadrach in eastern WES for decades if not longer. The council said that Ortes had proven himself by strength of arms, but must submit as a student of the council to prove his humility, to rule Shadrach. High Loxodon Oluwafembe said he would await Ortes' word before showing him the length and breadth of the city.

Decision Point:
A) Submit to Animal Folk?! Humility? String them up as an example for all on how to greet the muurdaan with respect.
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.
C) Tell the council their services are no longer needed, and eject them from the city with their possessions...


Second action -- Monster Hunt -- Processed in Discord.


Intrigue: Dealing with the fetch:
"How promising, hissed the fetch through a mottled pile of layered robes, deep within it's golden eyes flashed like a snake. Typically, you have failed to slay the beast. I wonder who Parsifal will send when you are dead? I shall draw up the appropriate sad missives in advance... just in case your irrepressible confidence doesn't spell your undoing as fast as some other unfortunate mishaps... You want to know why I am not impressed? You are obvious. A man stuffed in a code of conduct as surely as I am trapped in these robes... only you could elect to be free. THAT, at least for today, is the reason I hate you Ortes. I will keep your operation running smoothly, as it will need to be in pristine shape for your successor... but ask yourself if there is more to life for me than wiping your bottom and counting your sheep. Pitiful."
 
Heyitsjiwon Heyitsjiwon :

Discord event to resolve intrigue with Barriers of Pointe. More to be resolved after.

Formula: 1d6 diplomacy, 1d10 skullduggery, vs. demands of given barrier. 20 points of barriers (1d6 points each) must be navigated to make a "free" path through pointe. after this is established, the fates of all redundant tollsters can be decided.

POINT OF INTEREST: Middle of Pointe is ransomed by a GIANT TROLL (encounter)

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

Pat Pat Akcay can take one bone descriptor from Heyitsjiwon Heyitsjiwon Orhan of his choice. He does not gain any sphere levels.
Orhan gains +1 bone magic, and can gain access to 3rd tier in astral if he finds powerful books or tomes. (no descriptors gained)
The wizard's tower was not a great resource of knowledge, but it was MORE than sufficient for Akcay to train Orhan in the higher magics he himself had mastered. Akcay did not glean as much from the exchange, but he felt as if he could keep teaching, more secrets might open to him.


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

Pointe was streamlined into a fast road past the lair of the troll, with a fortress at each end of Point made out of the greatest fortress they claimed and the Redoubt which was abandoned. POINTE PASS WAS NOT SAFE UNTIL THE TROLL WAS DEALT WITH! (possible encounter to negotiate?)
The siege engineer was key to integrating the various walls, bridges and passes into a RELATIVELY safe through-way while maximizing defense at both ends of the Pass.

Tarrifs were immediately established for POINTE PROVINCE that generated 1 wealth per turn starting on turn 2. The tarrifs also generated 2d100 rolls for special resources every fourth turn. (when house matters are settled)
 
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Femboy Femboy :

INTRIGUE SUCCESSFUL... for the most part. Infernomorph driven off, fame of Ul grows!

Action 1: "Nesting" : No sooner had the wardens arrived in Baumung that the "Temple Grund" was found -- indeed it's size eclipsing most of the forest below against the mountainside it grew, it was not difficult to find -- and it was beautiful, over 400 feet high, the massive redwood had no branches until the very top where it was, above the canopy was the most lovely and darkly packed tree one could imagine. The Grund was not undefended however -- a giant PRIMORDIAL -- a titan spirit from a bygone age, SLEPT at the bottom of the grund. Made of Rock and Ancient wood, it was a creature of great nature and earth magic. It slumbered loudly... in a way rocks and wood could slumber, blocking the entrance to the great glade of the Temple Grund. "Only Ul can enter here"...

ENCOUNTER: PRIMORDIAL. The Grund cannot be accessed until this encounter is navigated.

That said, the surrounding forest of the Temple grund was lovely territory, full of good hunting and Exotic wood, and Ul's host settled in a concentrated defensible glade featuring a bloom of collossal daisies. A great covered pit was dug that was clean and cool to store the Yellow Musk, and keep it safe and tidy until needed. "Dad" started the pit quickly and easily with four great kicks of his giant legs, and pulled the troublesome boulders from the patch of ground so the retinue could quickly make a chamber. Dad was restless -- he worried about Ul facing a primordial, even if the thing was peaceful, it was dangerous... and they had such a tendency to play with soft-kin. The giant ent groaned with consternation.

Action 2: "Social" -- The retinue stayed away from the dark wooded pits below sea level, but strange noises were heard within them. Many wardens wondered if any creatures from these abyss would eventually come out to hunt, in one such pit a terrible battle between two great creatures could be heard, going on in perpetuity. the surface of Baumung was almost too good to be true, but those pits promised that to tame this region more dangerous times lay ahead. The Elven Gypsies welcomed the Wardens -- thinking the same thing of alliance and friendship and quickly telling tales of great bands of outlaws that lay within the provinces borders. They usually roamed out of the province to raid and cause trouble, but only because the gypsies were ever-moving and always cautious... and they grew tired of this kind of life. They appealed to house Nyrael to help bring Baumung to a level of peace and tranquility. Until then, only courtesies could be exchanged, but after, true cooperation and partnership. The gypsies showed the wild rye and wheatfields to the Nyrael, and there was no shortage of delicious water plants and nutritious grasses as well. The Gypsies implied they were led by a coven of witches, but did not offer to make introduction with Ul...
 
Pat Pat
(TURN LISTS TWO INTRIGUES. ONE OF THESE INTRIGUES IS PROCESSED AS A TURN) -- (Both the subversion in POINTE and the Intel in GLEEB.)

*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.
The underbosses did their jobs faithfully, which might have been a surprise given they were released into an unchecked wilderness with great sums of money, but they knew the familiar was watching so even if temped they kept in line. Intelligence was gathered on the movements of patrols in Gleeb, the composition of the three main settlements, and the underbosses even insinuated themselves into the underbelly of the communities there, through brash exercises of violence or with loyalties bought in coin. The Gleeb was FESTOONED with outlaws beyond the marches of the patrols, but a peaceful triangular trade grew from the coexistence in the peaceful core of the Gleeb. Plenty was learned that could be leveraged, and most if not all of that information was brought to Akcay personally by his familiar...




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

This to be resolved on discord in tandem with Heyitsjiwon Heyitsjiwon /Hegemon's diplomatic maneuvers. At earliest convenience between the three of us this intrigue will be processed.



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.

____________________
The bone and blood mana pools were completed handily in the cold and negatively-charged ground of Fort Arontooth, POINTE pass. Of the many outlaws that fell to the sword during and after pacification, their bones were piled and blood drained in them. The reserves of mana were small at the moment, but grew every turn moving forward as the pass was pacified and the dead from all around the province was gathered and rendered into mana. This raised some fists in protests... And no sooner did the organized rabble demand the dismantling of the unsavory mana engines, did Akcay do just that -- dissembled them.

The populace hailed Akcay as a man of the people and one not to be feared. Public opinion, reputation, and labor and unrest are factors effected by cancelling the project.

(Gain a POPULIST TOKEN. enough such tokens may raise your Influence level with this faction)



2. MAGICAL TRAINING CONVEYED IN Heyitsjiwon Heyitsjiwon 's POST.
 
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TheGreyEminence TheGreyEminence :

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].

ENCOUNTER: Event to be immediately resolved on discord. 1d4 outlaw settlements will be attacked, followed by Albwin's Touryan Camp being SOCKED by the provinces own cohesive gangs of bandits. (rolls for fortification will be made before the defense)

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.

Touryan's best spies were sent to follow Hegemon as far back as the province of Vinaron. The Hegemon camp was abuzz with planning and responsibility so the skullduggery at hand was easier than it otherwise might have been.

The spies learned many things about the Hegemon Technology:

1. It was primarily fashioned by dwarves, and without dwarves, stealing these weapons could never be useful, as they proved impossible to maintain without exhaustive knowledge of the techniques, nor did human hands have the mastery to reverse engineer them.

2. That being said, several reserve weapons were stolen without even notice that they'd be missing... and a blueprint for the weapons (In ancient dwarven no less) was secured and recovered by the spies. This promised two things -- CHARACTERS of house Touryan could be equipped with a blunderbuss if desired, but it could only be fired ONCE. Secondly, if dwarves of sufficient skill could be employed, the secrets of Hegemon "simple guns" was not a bridge too far, with the plans to make them...
 
Crocodile Crocodile

(On the presumption of not being killed by pirates)

Ortes was deposited on the coast where he could quickly get to WES, and Karim where he could get to Prax. After that, the ship was run aground and broken open like a pinata -- so filled to the gills with construction materials and treasure, Oznah wasted no time putting every crumb to use. The shell of the ship itself became a bulwark of sorts -- a dome-like fort with which to keep out intruders both seaborne and of land... after what the ship had likely seen it was never sailing again anyways.

The indigenous folk in Aflil, the Lion people -- were a far flung cousin tribe to the totem tribes of chainwoods to the east, and took on the aspect and worship of the lion as the symbol of their folk. Great manes of fur and ostentacious head-dresses were a warrior's norm -- with parts of great predators prominently featured.

The great predators, as luck would have it, were not in the least bit enthused by Oznah's massive construction operation -- bringing all of what could be considered honest folk in under his banner to realize his constructions and to spend his gold... all except the lion tribes. Beyond the farthest lights and fires of the construction sites, mad drums beat a threatening tenor... but no lion warriors showed themselves.
In the days and weeks that followed the upturned ship became the central building of Oznah's great port -- and directly behind it a lavish fortified manor-house that rose high into the sky and tunneled deep into the ground. The tunnels were cleared by high-paid labor but the actual finishing and contents theirin was a secret only to Oznah's private house builders. Some whispered of miles of glass tubing, and spheres that boiled red and white... but those with loose tongues disappeared overnight.

It was a strong start for house Alder, and fishing ships already began to frequent for supplies and trading of food, and the first military and trading craft were not far behind them.

great clam beds were found off the coast of where the port was chosen to be built, providing pearls and food in addition to fisherman's catches. A reef with plainly obvious deposits of amber was likewise not far from shore -- though it seemed until Alder annexed this territory the Lion people dived for this amber to make many of their adornments... another nail in the coffin of good relations with the natives, Alder must have mused sourly. The drums beat on, and louder and faster as the nights wore on...

Meanwhile Oznah's outlaws infiltrated and subverted the regions outlaws completely, bringing them into the fast growing settlement, ever more so the eager to get away from those damn restless drums... (Alder can leverage bands of outlaws and gains a Fiefdom in AFLIL -- Oznah gains +1 influence with one desired faction, +1 wealth if the choice is populists)

PORT BASE INCOME IS +1 wealth per turn, subject to increase or reduction.
 
palmtree219 palmtree219 :

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.
_____________________________
Movement through the "Great Lanes" underneath the earth between Vinaron and CHOSS was somewhat claustrophobic after a while -- these were ancient petered out mines left by the dwarves in the 16th age, and in parts of the world honeycombed the mountains and spilled willy-nilly about between provinces. The rails were long gone, damaged, decayed or even torn up for resources... but the tunnels were immutably strong... and the two Nobles of House Haakon did not face enemies here, instead they drove them hence.
Twice they saw evidence of humanoid settlement rapidly pulled up and evacuated before their arrival, and many times did they hear something great and hideous pull it's bulk away from their grey path... all until the sunlight broiled out of a turn into CHOSS, where House Haakon surfaced looking and feeling like the dwarves must have felt finally finding the surface at the end of their mythical sunquest... but instead of a fertile crescent and a new sun shining down on them, CHOSS was a gloomy, silk slung deepwood -- the chitin of dead spiders crunched under your boots as much as dried leaves, and every third tree seemed to be a nest for some great bulbous arachnid, or awash with swarms of hairy colony spiders...

The Haakon forces wondered how apocryphal their casualties would have been, if not for the gifted web. Posturing, chittering, phermones and roping off territory for Baris' camp was a huge success... and hordes of vermin that would normally have descended upon the Muurdaan like a pestilence instead made a strange and uneasy peace with Baris' force.

DECISION POINT: What do we do with these spiders? Some after the gifted web seemed to charm them would cooperate with Baris' ambitions...
A) Tame the big ones -- (attempt to gain any number of spider MOUNTS for Vigilants)
B) Befriend the little ones -- (attempt to domesticate any number of regular (hand sized!) spider swarms
C) Push the things away, no good will come of this
D) Do not befriend the vermin, but take their calmness as an opportunity to scour the webs for loot...

With Delavizh and his own troops sharing a camp, even the nastiest of spiders kept their distance from the campfires and ubiquitous torches... under the tireless vigilance of the Yotian General Deth Glitch General Deth Glitch the two forces shared a space and even the largest, elphantine, eight legged droolers of poison kept their distance.

However, the silk and sticks and debris that got stuck all over you took it's toll on morale. Blowing your nose of tiny spiders gets old fast, and depressing soon after that. To stay in Choss, some bargain or war would have to be made on nature... or if settlements existed, they had to be found.


Surveying and sallying outward such settlements, roads, ruins and more were sought... but more often than anything just huge nests of creepers and bulbous silk structures loomed at every turn. Roads were found but rapidly lost again, and settlements were found more than once picked clean of anything useful just as clean as the skeletons of the people that once occupied it. One of these ruined villages had a very clean well, but was so draped with silk it was a fire hazard. Finally, the twisted village of "Orb" was found... a community centered around a coven of witches, the endless burning of nightshade and sagebrush kept the spiders at bay, and the streets and roofs clean of carpets of dried silk universal to everywhere in the region.
The witches courted Baris -- asking if he had come to be their leader... to establish a fiefdom in Choss -- if he did, they had tests for him. If he did not, they still vowed to share their knowledge of the region and aid the newcomers as best they could... surely the favor of witches does not come so freely? The youngest and most beautiful of the witches, a silver-haired picture of ecstasy, said the only price for the help of the witches was a night with her, that would give her on of his scions that was destined for greatness. Could Baris make such a bargain?

Time would tell.
 
Abstracty Abstracty :

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


The field was carpeted with rats and crows. many deep lied the dead at the barbican -- the outlaws that sought to cut short this their sacred mission in the Lastlands.
Much was learned from the battle, and the captives. Wernhard's nephew was not in ESAU, he was sold to a mistress known as Wentiliana the Outsider -- called a "Knight's Assassin" in the province of REILOR.

That was enough. To know his nephew was alive, and while not in the vicinity, not far -- was enough to bolster hope and resolve in this most pressing of issues. None would trifle with house Xyphon should the proper example be shown.

The Statue of Saint Vitus glowed in the moonlight, it's golden mask of death upturned on the new garden grounds of the Larkbella estate eloise eloise -- her manor, though in the process of reconditioning and in some measure of disrepair, was a far greater comfort from the wind and cold of the valley night than any campfire or tent set outside.

The scouts were loosed: and while the outlaws in the region were thoroughly in disarray, interrogations as well as talk with the locals bore fruit in knowing there were three supposedly "Sacred" sites in the region:
1. A magma cave, of earth and fire magic
2. A blackrose Tower -- of nature and death
3. A supposedly "cursed" copper mine, haunted by the constructs of long-gone dwarves...
 
TipToeToast TipToeToast :
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.

_______________
Smythe's moves were ambitious -- but his forces were tireless and rode a far distance before his agents needed to take a step on their own.

Searching the mountains between Nerry and the newly discovered Province of WRUN south of the mountain range, he discovered deposits of Steeliron, Coal, and Copper. Useful, but not particularly dear -- until he discovered a bright vein of Graaritasite.

Graaritasite makes other metals, stone, or alloys shine. It increases the value of mundane stone for trade, and can give glorious luster to masterwork items made of other metals. It is nearly worthless by itself though, as it is brittle unalloyed. This could improve the value and power of runes Smythe Incanted.

PROVINCE OF WRUN, ORESTE, AND NEPHALIM DISCOVERED. -- to be added to map


In addition, the golems in the mines found 3 units of Wyrmbone Fossils. These had applications for making fire magical gear -- both offensive and defensive... it could also be sold at market, as mages often made better inks and paper with the grounds, for scrolls and research.

Even before the mines were opened, Smythe Mason trucked his golem-cart to a strategic position in the new region and summoned all of his power to create a castle fortress as the heart of his new holdings... The fortress Castle was not pretty, but it was deadly practical and impressively strong.

Perhaps it was to be expected, but pulling into a new region and throwing up a castle put the entire region in a panic everywhere it did not enrage the populace. "Nice Town, I'll take it" is what the common rioter shouted in response to Smythe's arrival and apparent ambitions of dominating the region. "Not without a fight" was also a common phrase...
The mines could not deposit materials at the castle safely with the region in turmoil. (Mines suspended until unrest is put down)

The Town of Dwarves and Men below the castle were outraged at the "arrival of their would-be lord" -- and went as far as to buy the support of the regions outlaws, and form a coalition with the lizardmen village of WRUN that was normally a source of such tension with the intention of wrecking golems wherever they could be found then laying siege to the castle.

Before Smythe realized what he had done -- his agents in the town of ORESTE were hung from a warehouse rafter and 5 of his golems were taken out of commission before they limped back into the safety of the castle. The Rumbler could not leave the castle without risk of overwhelming assault...
...was Smythe now a prisoner in his new home?

The only good news was from the town of NEPHALIM to the south, on the coast. A city of Lesser ("Degenerate") Giants, they found the situation wholly amusing and Smythe's gumption impressive. They were excited to do business with the archmage if he could bring "his new land" into order -- and his agents were build an embassy in Nephalim where they began to put down some roots and preparations for trade and collusion. "No military aid yet, good sire -- we want to see your magic and toys at work."
 
Obsidian Obsidian :

Movement
Darius, Orvan, and Retinue are teleported to Reilor.

Action 1
Darius uses his Nature magic to develop cash crop seeds (a commodity) that would thrive in the mountainous terrain of Reilor.
[Skills Used: Growth, Evolution, Herbalism.]

Action 2
Darius orders the construction of a new settlement and palacade, the beginnings of a new capital in Reilor.

Intrigue
Darius uses Astral Eye upon the Fiefdom of Reilor, surveying the land for commodities.
[Item Used: Astral Eye]
______________________________________

Darius Wasted no time bringing his new lands to heel and his new servants and vassals to kneel -- but there was much work to be done in REILOR -- powerful forces of unrest and lawlessness were Reilors true rulers, behold the walls of the few strongholds that defied them.
With great production and manufacture in background, Darius first focused on a magical Cashcrop for this new forbidding, but fertile new frontier.
After great labors and must spending of mana, his opus was achieved -- Angel's Grapevine -- A strain of grape with celestial roots and potency, perfect for the most delicious and holy of wines. The new Plant took root all over the mountainsides and narrow out of the way ravines off the main canyons. Soon the province has a knew emerald sheen to it off the dusty mainroads, and plenty of grapes to be harvested for food and for Wine... though an industry to make wine and gather grapes would need to be established.

The new capitol footprint would absorb the central fiefdom community in Reilor, but the people were quick to give their loyalty to Omnis -- and Omnis had greased the right palms for Darius to be welcomed months before his arrival. (Capitol footprint construction costs 3 wealth, will have a pallisade and basic industries quickly constructed)

Intrigue:

Commodities found: Renewable Mithril Vein, Aplenty Runebone Pit, Common Wood logging area.

PRODUCT OF DUEL WITH KURZE: "NATUREBONDS" -- Darius cannot use Nature magic against the Amul Ranne for forseeable future!
 
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General Deth Glitch General Deth Glitch :

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


___________________________
Delavizh Emerged into the sunlight of the mines of CHOSS and made camp with Baris and his men... The spiders at first seemed to lick their chops and gather in droves to wipe them out, but Baris' mysterious agents somehow held the swarms at bay. Taking no respite, they pushed over and chopped great trees surrounding the camp and built a perimeter defense the spiders pulled away from. Gain one unit of Spider Silk and one unit of bones Harvested from the lumber -- The Yotian made loud stomping which seemed to upset the arachnids senses so the perimeter went up with lightbringer labor quickly and in earnest.


Breaking through the woods and into the highlands they quickly met the "Mining Collectives" -- a great council of 20 so prospecting ventures of various size and capabilities, that met three times a year to discuss policy, share information and trade materials, and bid for control of the council. The most successful mining ventures could afford to bid an amount of wealth to the collective union, with the highest secret bid taking the top three seats on the council. Presently the council control could be "Bought" with FOUR wealth, which suggested that SOME of these miners at least were making a killing in these mountains.

As for religions, only two ventures were particularly religious, one worship Alm the "Sleeper in the Crust" and another Being a holy venture of Tyr, god of Order.
The majority of the rest of the minors were merely superstitious, atheist or indifferent to the gods (hoping indifference from them in return.)

Investigation Proved Fruitful in learned who was who and how and where the ventures were organized.
The Union was also willing to trade PURESTONE, QUARTZ, and SANDSTONE To Delavizh or any nobles as far as a province away.

NO INTRIGUE TO REPORT
 
Twist Twist

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)

__________________________

Travel to Nerry was easy for a Noble of the house of Planes -- and with Dejan's retinue his project to build a Festhall base of operations in the province's interior was a rapid and qualified success. Adventurers had already began to show up at the inn, planning clandestine patrols or quests for points of interest. Others offering services to Lord Dejan for what "work" would surely come.
Dejan had his own ideas to contract himself and his forces to those in Nerry that needed them... and the goodwill built with the communities of NERRY was quick and comely.

GUILDHALL/FESTHALL BUILT. NAMED "DEJAN'S TAP" until otherwise titled, it quickly grows in reputation and popularity in the province.
The Hall quickly received four contracts they could pursue or ignore:

1. A trio of lesser nature sites was home to a great monster... a reward is placed for it's capture/slaying/or driving from the province.

2. Two Logging communities in NERRY are at each others throats and the outside populace want the bloodshed and sabotage to end.

3. A Lost temple in NERRY emanates dark magics... the site must be pacified.

________________________
Besides this, the woodlands were happily and readily expanded, at least on a small scale around Dejan's Hall. Two great "Magoomba Trees" -- thought or literally extinct on the continent, popped up around the Guildhall, each containing a patron spirit that sought community and/or alliance with Dejan.
The deeper woods also gave his unseelie allies the cover they needed and the beginnings of a tap of nature magic.

____________________________

As for Intrigue: No specifics could be nailed down... Princess Wicca was NOT in NERRY -- that was certain... she was more easterly, but not too far -- rumors abound that she was taken through Nerry to REILOR province or BAUMUNG to be married to a great and ancient Loa of the deepwoods. Or sacrificed. It wasn't clear what the Tribe he pursued had in mind...
 
dawnfallstar dawnfallstar :
ORDERS
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 with 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)

_________________________________________________

Lady Niki of House Xyphon crossed the border into Esau from the realm of Briars to the west -- she and her holy knights preached of the many and varied faiths as she went, and collected tithes from merchants and craftsmen who had the coin but not the priviledge to resist her gentle, but pointed demands for coin. Holy displays of astral magic were given all the way to Esau on the frontier of the Lastlands -- Aster being whimsical and charming, and her houseman being as terrifying to behold as would be expected of a nightmare bodyguard of Muurdaan. As such, purses opened for her -- until reaching Esau where it seemed the wilder frontier did not have the affluence nor imperial citizenry to levy to pay her.

A small group of Pilgrims began to follow Lady Niki to hear her sermons and watch her displays -- a small group that grew and grew. By the time she arrived in Esau, the Pilgrims had built a sparse trail of shrines marking the path of "The Holy Lady" and they became her de facto followers, rabble though that they were.

Upon arriving in the heart of Esau, she had all the wealth poured at a junction in the road (under guard of course) and commanded her followers to take some and buy materials to build "The Lady's Temple" -- more gold was spent on skilled labor and architects, and before long the beautiful if humble temple was built, and the money she had raised on her trip into the province was gone, the holy site in it's place.

(Place a + next to your Church influence. This is not a full point of influence, but rather a token to track things that have gotten the Muurdaan Church's attention)

The pilgrims looked to lady Niki for guidance now. Would The Lady stay in Esau and her pilgrims build homes here? Or would she continue her travels deeper into the frontier? Many of her followers hoped she'd stay here on the relative safety of the frontier border -- but the call to adventure was inland, and so much of what needed to be accomplished as well.

INTRIGUE:

Niki learned that she was not alone in ESAU province, as far as other nobles were concerned... Staying at "The Larkbella Estate" were three nobles, one of them also of her house, Xyphon -- a lord named Sir Wernhard Ceslaus. Hosting him was the Lady Phaidra Larkbella, and also in guest was a Touryan House Noble named Albwin vam Holt. eloise eloise Abstracty Abstracty TheGreyEminence TheGreyEminence

It seemed ESAU was crowded with nobles, in fact. Would any be friends, Rivals, allies perhaps?

The Lady would see.
 
eloise eloise :

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

_________________________

From the Larkbella Estate, agents travelled the length of ESAU, down to the mouth of Nerry gathering intel and making introductions for House Varna with "Key" figures -- not just the wealthy and the powerful, the well liked, the influential, the popular and the respected. By the end of her junket Phaidra had spent TWO WEALTH currying favors, making promises, and where money talked, delivering on those promises. With Bandits on the run from her and other nobles efforts, they were left on the back-foot as Phaidra funded a militia and elected sherrifs with hastily gained powers freely given for her generosity. These became her eyes and hands, and quickly enough she was not only esteemed, but feared as well. The most powerful people all owed her something, and in her tangled balance they all had something to lose to the others. Exercising military powers and influence with the populace (Military 3, Populists 3) She BOUGHT the province of ESAU, if not in deed, then definitely in word. For a steal, by most nobles standards -- especially a Varna.

Two communities fell under her banner -- The village of Sawtoe, Now Larken, and the village of Rivereel, now Bellav.

the retainers and workers at her manor bloomed as all sought the prestige of working for the Liegess.
However, where did that leave the other nobles in Esau, her guests or otherwise? And how might they respond to this power grab?

ESAU "FALLS" TO HOUSE VARNA -- PHAIDRA LARKBELLA REIGNING.

________________________

A further 1 wealth was spent restoring the Larkbella estate, the cold halls taking new color and life in the long neglect the mansion and grounds had endured in the overgrown wood. Phaidra discovered the timber of the province was practical for logging and crafting (gain commodity: Wood) but it would have to be more carefully explored to see if any rare or special lumber or trees hid as diamonds in the rough.

THREE WEALTH SPENT TOTAL

After this, drills province wide and on the Estate grounds were held consistently. This raised the morale of the province militia and gave them needed training from her skilled pension soldiers -- but her mercenaries themselves resenting being told to train. They were a pension legion and had their own trade and practice in the art of war... to parade around and chop at dummies did wonders for optics among the common folk, but the mercenaries quickly grew tired of it.

If training continued, the best of the provincial defenders could be added to her retinue... though of what quality they would be was still a question...
 
Trektek Trektek :

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.
___________________________

It was midday when the crash of armored heavy cavalry arrived at the Trading Village of Post in AFLIL. It was sparsely populated, but well trafficked by lion warriors and traders heading into and out of the lastlands. Many merchants were buzzing about a new Port elsewhere in AFLIL, that it might render the post less popular as a market. Many merchants were superstitious of change or stubborn of habit so the post didn't seem to fear for it's existence -- but bloated rumors of safe coastal travel to the interior was the talk of the day.

Until the Riders came.

Xion arrived with a military Writ of Annexation (Military influence 4) with his steward stating calmly that all territory around the post was property of House Parsifal and that any without pre-existing and overriding loyalties were now Xion's subjects. By writ of the Eternal Empire, so be it forever.

None dared object... and agents and spies, both obvious and non, took flight quickly.

The first order of business was to leverage the Market as a show of power -- the community coughed up 1 wealth. No-one blinked just upended their purses, coffers and vaults.

Next, Xion took back to the saddle and rode the raiders along the province roads down -- those that could not flee or attempted to resist were put to the sword for crimes both known and assumed. Most of the bandits had little place to hide, with most of the province belonging to the Lion tribe, it was fear of them that kept them secure.

Nonexistent Fear -- Xion proved. +1 wealth from running down fleeing treasure. However Xion had little luck finding any wealth that might have been hidden rather than run away with. He knew there had to be more treasure in AFLIL abandoned by the bandits -- but more than likely the Lion Tribe would soon have it.

Night had already fallen when the riders dismounted and the horses were watered and reconditioned for the next days ride. The men sat before dancers and servants eager to please them... Though stories aplenty were of the unrest of the Lion Tribes and talk of the great predators of the province made for both entertainment and warning....
 
TURN 1 IS OFFICIALLY PROCESSED. TURN TWO IS OPEN FOR POSTING.


GOOD GAME EVERYONE!!! <3
 
Pat Pat : TURN 2

The fooligans were overzealous. The traps and ambushes succeeded, but the collateral damage was far more than what Akcay wanted. The saboteurs would have it explained that the militia of the Gleeb were softer than anyone had right to anticipate... they died in situations they were expected to survive... there was little if anything to trace back to Akcay, but it would be a great deal of heat if he was exposed as the true engineer of Gleeb's patrol network failing.

The infiltration of Gleebs population for the purposes of propaganda and drumming up Muurdaan sentiment was lukewarm. This close to the frontier the Eternal Empire was more feared than hailed as potential liberators, so despite a great expediture of wealth nobody of great consequence truly believed it. If anything it made everyone suspicious. Suspicious of their neighbors and leaders, yes -- but also fearing exactly what it was -- A muurdaan power-move.

The intrigue of finding dirt and leverage on the leaders of Easton, Weston and Middleton proved an almost complete failure -- the potentates of two communities were literally dirt free as far as anyone could tell, and the third was well known for his embezzlement so the leader did not rustle or sweat much when pressure was applied there. Left with no other real fertile venues to execute Akcay's will, the Criminal band remembered the phrasing "Find damning blackmail material, or, if finding none, seeking or creating alternative means of leverage..."

So they killed the potentates. Bought all of the bodyguards and police that would turn a head for coin and strangled the rest in a very bloody but quiet hour in the dead of night.

The outlaws in the region likely had plants of their own (some must have wound up on Vashna's payroll, in fact and telegraphed the caper unfolding to their true leadership -- And they capitalized on the disorganization and disruption of authority in the Gleeb (and a rapid swing in the disposition of what peacekeepers remained) and SLAUGHTERED the militia that Akcay's Fooligan's had merely meant to hobble.

By light of dawn, everyone with two thoughts to rub together was certain that the outlaws were colluding with the muurdaan to destroy the Gleeb. Things got out of control, and fires burned unchecked in the towns -- no-one being sure whether it was bandit plants that started the chaos or just panicked mobs running loose without a head of leadership.

There would be no concentrated flood of bandits in the gleeb basin to scatter in the field and annihilate in detail... No siege at the gates. The Outlaws, almost all in the region it seemed, came up through the sewers and secret ways of the thieves guilds... and unchecked raiding clashed with Screaming mobs and spreading fires.

For what it was worth, Akcay fought the flames with Void Clouds and Bone ramps leading out from the aqueducts to the most heavily affected areas... and rose up the undead in various graveyards to scare the mobs and outlaws, slowing the acceleration of the disaster -- but Vashna and it's allies in Hegemon and Xyphon would have their work cut out for them... Heyitsjiwon Heyitsjiwon Abstracty Abstracty ... Their forces moving in to intervene...
 
palmtree219 palmtree219 : TURN TWO

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]
_______________________________

Spying on the witches, as well as direct contact with them, reveals some interesting information. The Witches believe in a prophesy of "The vagrant prince" -- a downcast noble that leaves the politics of court to make fortune in the ways of the spider-cult... and would have allies, and make spiders as allies as well. They believe Baris to be the Vagrant Prince, and they have plans to... produce heirs with Baris. The three witches are blind, one lovely, one matronly, one hideous -- but they all seek a child from Baris. The witches SHARE a magical ruby eye they are constantly fighting over. If Baris will come to them in the night, they will hold a festival and anoint Baris with the "Veils and crown of Silks" -- There is some allusion to "failing tests" from the witches... but so far it seems to basically entail having stamina to "treat" with them all in one night.

Your agents have found the bones of other suitors in and around the witches lair in orb however... so this "alliance" may not be without danger.

____________________________

Luring, Communing and domesticating and breaking the mount-spiders became easier with the gifted web and a number of already domesticated mounts. General Deth Glitch General Deth Glitch and palmtree219 palmtree219 each gain 15 spider mounts. In addition, a huge, Elephant sized spider was lured and "captured" (by overfeeding rather than restraint) and Baris' agents and mercenaries began to make ready to convert it into a mount for Baris -- DECISION POINT:
A) Spider is Baris' mount alone
("Giant Steed")
B) Build a Howdah/Bunker on top of Elephant spider, suitable for a Baris and a team of 10 warriors. ("Tank")
C) Spider is navigated by jockeys behind the head of the spider, a throne where baris sits atop the back (on the abdomen) and can serve as a troop transport of up to 50 troops held in a web-pouch under the monster. ("Transport")


Baris' men also learned of a "Control Gland" found in some of the larger spiders, and one of these glands was harvested. "Spider control gland" is a special item the size of a football (one handed) and can be assigned to any noble or character.

____________________________________________________


The collective trust league in Gleeb was already dead by the time Baris sought to contact them... an unforseen outcome of Vashna dirty-work. Baris' agents were instead met by diplomats and accountants of the mining collectives on the outside of the Gleeb basin -- who were interested in colluding with Haakon for protection against House Vashna and their overzealous allies causing havoc in the basin. Non-aggression pacts and writs of alliance began to be drawn up -- but House Haakon would have to move operations into the Gleeb for cooperation to begin in earnest. The mining collectives promised mineral tithes for protection and official muurdaan orders of protection so they would not suffer the same fate as The middletowns. A "Token of Trust" was paid to Baris on the expectation that Haakon would soon intervene in the Gleeb.

General Deth Glitch General Deth Glitch and palmtree219 palmtree219 EACH recieve:
A) 1 unit of wealth
OR
B) two units of Mithril
 
ThatWhichShouldBe ThatWhichShouldBe : TURN 2

The Loxodons smiles at Ortes as a group.
"A day will come when the racist evil of the Eternal Empire will inevitably come to these lands -- but that day is not today. That is your first lesson, student... and while we may mentor you, you needn't worry about dishonor or optics of authority. Consider us your Regents -- helping you run your lands until you can stand on your own. We have our own long term goals which may or may not align with yours in the times to come... that will have much to do with how you behave towards we, your teachers, and how you treat the other races in your dimense."
"For now you plan of a day you'll replace us... but we hope for to see clear to a mutual dependence on each other."

"Thank you in advance for keeping your Cousin Xion away from us. We are not worthy of his racist punishments. He should stick his knives where they belong."
"With all that said, we stand as your advisors... and run Shad-- ahem -- run Orteshold as we always have, with diligence and security.

__________________________

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.
_____________________

The Town of Mischak, west of Orteshold, was a seemingly wealthy community that was run by a close relationship between the leadership/nobility and it's criminal element, some of whom were the same people. The greatest criminals have seemingly gone "Legit" and pronounced themselves as "City Wardens" -- who are intermediaries between the lawful and chaotic elements of society. By paying the city wardens, the various strata of society are protected from predations by criminals, of which the criminal element get a cut, like a protection scheme mixed with a tax strategy. Nobody is obligated to pay the city wardens, and some do in fact parley funds into guards and agents to protect them instead. The city wardens are impressed by the broadness of Ortes' influence, however impowerful it might be in any given area, so welcome him to the city. "If you would take some of the power here, we have the trial of rage and restraint, Ortes... let us know when you can commit to the challenge."

"We know you have ambitions of our town being under your control. We'll give you a hint -- do not upset the status quo here, and there is little you cannot have, lord of lords -- but bring your own ways rather than adopting ours... you will find this city has an "immune response" to despots who throw their weight around..."

"Also, keep your murderous Cousin east of the Arena, if it at all can be helped. He has contracts on his life you may not be aware of, and some of our assassins might be inclined to act upon those were he to come to town."

___________________________

The Ortestower went up without a hitch, as the fetch was preoccupied sniveling around and skulking around in Mischak in the west, while Ortes had the great tower constructed in the east. There was red tape and paperwork the fetch left behind, but the best way to unravel a gordian knot was to chop it in half, so Ortes merely flouted such bureaucracy and had money talk it's way out of such problems. The Ortestower was fireproof, built upon a cold spring that could project water a considerable distance away, and was in a strategic location in the east of WES to serve as protection for passing traders, and defense from would-be invaders. -2 wealth

____________________________

Intrigue: Collusion in Baumung, to be resolved on discord.
 
dawnfallstar dawnfallstar :


TURN TWO:
ORDERS
- Her knights would attack the raiders in Reilor to get the gold they had taken from people(Use 10 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

______________________________

Lady Niki of Xyphon kept her Houseman and Pilgrim supporters close to her as she sent her knights to the neighboring province of Reilor to prosecute a battle with the raiders that preyed on the weak and vulnerable. The houseman seethed quietly, swiveling it's head at things that both moved, and didn't. For now, Niki was safe, but it was to be determined how her knights fared against the raiders -- the knights found an old stockade in an ancient graveyard halfway up a blighted hill... (encounter to be processed on discord)

___________________

Making the town around the temple was a slow but easy project given the devotion of the pilgrims, the more of which seemed to arrive by the day. The variety of overseers and architechts gave the settlement a kind of patchwork feel, with adobe, lumber, and stone houses all, but there was no shortage of workers willing to come to the settlement and help it grow.

eloise eloise :

HOWEVER, The Province of ESAU was recently declared to be in the control of Lady Larkbella... so there was confusion, and outright friction -- as to whether this new town was subject to Xyphon control and rule (Being on a holy pilgrim path) or that rather the settlement ultimately belonged to Lady Larkbella of House Varna -- as it was the Larkbella's Province.

(This situation must be resolved with communication or it will flame up into unrest in the province)

_________________________________


Intrigue: Letters are sent out and chosen nobles informed. (processed)
 
Cosmo Cosmo : TURN 2

Hiram Odwyn knew Karim was coming for him. He was the last loose end -- at least in Karim's backyard.

"You know I came with you to the lastlands despite knowing you might think I represented a liability. I would have stayed in the Capital if I was going to expose you. Instead, I hoped to serve you faithfully -- that when the time... THIS time came, that I could convince you I was loyal, that I might even be needed to misdirect things. It seems your agents have come for me but I've convinced them to give you this letter. We should speak face to face at your earliest convenience and I can prove to you just how loyal an agent I can be."

That's what the letter said. It was tacked to the forehead of Hiram's severed head and delivered unceremoniously to Karim by two of his closer goons. Left in Karim's room for Karim to find it, the noble had to wonder if Hiram's words were true... one thing was certain though. With Hiram Odwyn dead it wasn't an issue that needed additional concern... for now. Karim gazed into Hiram's cloudy white eyes and at his lolling, swollen tongue... it looked like he'd been wretching when they decapitated him... and apparently it took three strokes to get through his fat neck and spinal cord. He'd done the safe thing... but had he done the right thing? Would he know the right thing anymore if he stepped in it?

__________________________

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].

The prison was built on a hilltop very close to the buried ruins of hive Imperious. The above ground structure was a perfectly convincing containment facility, but underground it showed it's true purpose -- it was an abattoir for the rendering of human cattle for the benefit of the Hive. With honeyed words, popular influence, and no small amount of coin the project was drafted, constructed, approved and secretly and shamelessly run by reliable nobles and agents also from house Narvik. The kickbacks from the ant creatures kept those who actually knew what the prison was really for fat and happy -- Karim might have regret the money he was leaving on the table that the Hive was willing to pay -- but Karim did receive one reward -- Twenty "Chi-gonger" Ant Warriors (4.5 point troops) -- The Queen also delivered to him a modest supply of a truly exotic commodity: "Royal Jelly" (this commodity can be classified as a foodstuff, a treasure, or a magical catalyst for healing spells) -- the Queen of Hive Imperious sent these sandstone jars of jelly as a symbolic gesture that Karim was one of her Loyal and treasured princes, though it was explained that interspecies mating rights were not one of his entitlements. Karim shivered at the thought.


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]

The group convened and met in the Shiv. This will be a scene that will be resolved on discord, unless all parties cannot be found together at once. If the scene cannot be navigated by the end of turn 2, I will make a series of decision points and auto-resolve the event. Trektek Trektek Crocodile Crocodile
 
Femboy Femboy : TURN 2

Ul Dyril gains two commodities from immigrant cultivators: Herbal Flowers and FeyFruits (I might have mentioned this already)

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.

The gate was finished! The portals not only made the east and west halves of the frontier a little bit closer together -- Ul's patrons in her house were able to use the road as another leyline for the movement of magical power and a means of expanding the larger portal network for mages strong enough to mesh a way into it. Ul knew her superiors would be pleased with her work and that this faery trod was desperately needed for other mysterious goals both in and beyond the lastlands. Connection to allies like House Parsifal while keeping them at arms length was also quite approved of. Gain one + token to Noble influence. (not a whole influence point, but tokens stack and eventually raise influence levels.) In addition to this, Ul was absolutely correct that a Faery Trod would attract the attention of more elves... far flung relatives of the elven gypsies - A Summerborn delegation arrived and sought refuse in Ul Dyril's lands. This delegation was lead by Faraleth Gaenshar, a famous artist and monster hunter. Normally not fond of the Muurdain houses, this "taking of hospitality" was likely a good thing. Maybe Ul could make the Summerborn work with her or help her achieve her goals. The woods already felt safer and healthier for them merely being here.

__________________

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 a plentiful 20 Wardens and 5 Druid Lieutenants, all of which are armed with poisonous weaponry thanks to the Shield Poisonflower spirits, 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.

This action will be resolved through a scene on discord. It will consist of:
1. A bandit/Outlaw confrontation
2. An encounter with The Wadjet and the newly discover "Liontaur" -- the upper half of a lion atop an enormous beetle's body, and a Giant Dire Boar which may need to be slain but might be subject to husbandry.
3. A lost battleground of dead dwarves... apparently slain by elves long long ago, and left unburied and unsung.
4. (1d4+1 - max 4) d6 materials checks, each of which gets it's own d100 check.


 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.
 
Heyitsjiwon Heyitsjiwon : TURN 2

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.

Orhan examined his handiwork. The mage was the hardest part -- the most demanding. For "it", it's tattered soul would have to be bound back to it's body and he could tell the thing was suffering... but eager to bring that suffering to others. Beside the groaning fire/air mage... 20 skeletal longbowmen swayed slightly unsteadily on their feet, donning the weapons and armor that was piled next to where the ritual de-meating and animation took place. Gain 2fire/2air Skeletal Mage and 20 skeletal longbowmen.

The people in pointe spread rumors of this necromancy... Akcay was supposedly a champion that put necromantic endeavors to rest at the call of the people, Orhan was a darker noble, so the narrative went... perhaps the fear would be useful... like the dead were useful. Predictable. Reliable.

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, begin 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.

The little people fell in line as commanded... it was to operate in their own best interests, after all.
Pointe was turned into a market thoroughfare, but was still largely closed because of the wandering (3 story) Troll in the area. But the caravanserai were built, there were places for customs, taxation and warehousing and trading of goods... all of this would function as a MARKET and POINT OF EXPORT if the area could truly be pacified. While waiting for Pointe Pass to open again Orhan used his influence to organize many of the vagrants and immigrants to find resources in the Province... There was some success.


Diamonds (petering out) were found at the bottom of a mine that had been lost to maps and trails -- the family that owned the mine apparently took up arms against each other and killed each other to a man, likely over what gems remained in the mine...
Monster Bone was found aplenty in the middle of the valley, as it seemed a larger population of Trolls lived in Pointe pass before it became a humanoid thoroughfare -- but it seems the Trolls hunted each other long before even the Muurdaan and barbarians hunted them down Apparently GREED was all that was left... but the bones remained, and monster bone was useful material and commodity.Morph Material -- Apparently under the pit of troll bones was a pool of regenerative Malafactory distillate -- an oil byproduct of regenerating monster decomposition. The slag over the surface of the deposit was horribly toxic and would likely need work to exploit and store safely, but beneath the slag was a seemingly Renweable(?!) Source of Morph Material -- Extremely flexible and mouldable composite, that could function like leather or bone. That there was so much seemed too good to be true, but there was at least SIX units... and likely more. (this resource may be re-evaluated later depending on exploitation)
great expense was invested... but it seemed to have paid out in spades.

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

There was a base camp in the mountains between POINTE and CHOSS that had tattered Hegemon Banners -- and papers with seals coinciding with Orhans lost kinsmen... the site was old, looted, and mostly deteriorated... but all signs pointed to their next destination... BLUACIA.,,

Encounter: Diplomacy/Negotiate with GREED the Troll (Diplomacy Skill) (To be done on Discord)
 

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