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#and make a little gnome town in the fields once the battle is over
keeps-ache · 1 month
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i don't wanna take over the world, it sounds like a lot. but you know, laying siege to a golf course sounds really nice sometimes
#just me hi#i'm giggling thinking about it hfbvhs#you can use the sandbanks for cover and if you plan far enough ahead you can start farming around those little ponds#and you can steal golf balls :D and use them as currency ?? or just collect them :3#and you could use the tennis ball guns to shoot the balls at people of course!! and you're supplied with sticks when you get there !! free#weaponry !! :D#and if you can hold out for long enough you could start planting rose and blackberry bushes in places they wouldn't look#why? bc roses Always Come Back#and blackberries will take a minute but who can get mad at a blackberry bush !! nature's surprise :D#oh and of course you could have a noble steed too (golf cart) !! :DD#and you could make the building a castle#and make a little gnome town in the fields once the battle is over#OH you could build a miniature golf in and around the town too :D for the funsies#/places are very cool i like places#could some be used better? oh yea for sure#i have dreams for abandoned malls hfvbs - some of my favorite places ever#that's one big odd thing i want. to have a mall to live in hfhs :3#is it a lot of space ? ye. but it's also SOO much space.. the possibilities !!#//anyway i Need to go for a walk in a city sometime soon lol#i miss the riverwalk aaa#GASP campus martius during the winter. my dearest#i didn't realize the threshold for being a city was so low lmao ?? like man these are just big towns what is this hfvbsh#//but aside from the city pining MAN#i got to drive earlier today ('got to' they put me in the seat and it wasn't very fun hfvbshf) and oooohhh#you know that feeling on a roadtrip when it's all worth it for just a little while.maybe when you broke over the top of a hill or looked up#from whatever you were doing to find a storm ahead and the rear lights of the cars seemed to blink in agreement with how gorgeous it all is#just that hfbsh :3#i like places a lot. sobs [<- crying candy hearts]#//okey i'm goin to go do my somethings now hfvhs :3 :D#music and caffeine are SO good ehehhehghhg [slinkies away so fast]
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thelastdndblog · 2 years
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The Crew travels up Farmer’s Hill towards the Gnome family’s farm. A few miles of walking and outside the house they see six figures standing guard; three Rot Zombies and with them three Fungal Foot-soldiers.
The battle is hard won but The Crew make it through without any loss of life or grave injury. Thanks to Kovaella casting an Aura of Purity The Crew didn’t have to worry about potential Rot Disease infecting them.
After defeating the guards, The Crew brace themselves to go inside the Billowrock farmstead.Candy knocks on the door but it’s weathered and rotten state causes it to just fall inwards into the house The Crew see the place has been over run by vines, ivy, roots, and fungi. They see their prize, the Billowrock’s golden pocket watch. Candy trepidatiously enters the home and grabs it and when they do, a quiet whisper is heard. Whisper, Kovaella, Vaerin, and Tarsamiiria hear it too. As if someone is quietly talking in a different room.
The rest of the Crew file into the small home and Whisper follows the murmuring, leading to a small child’s room where an old half-elf hippy-druid is talking softly to some mushrooms. The half-elf doesn’t notice Whisper at first until he stands next to the half-elf. The hippy-druid turns and pleasantly introduces himself as Brother (the person the Gnome boy asked The Crew to check up on). Brother says he can hear the mushrooms and they, along with the other plants taking over Everwynd, just want to make Soil “more like their home.” Brother goes on to tell Whisper how this all started; a few months ago, during a terrible storm, a Void-Rock crashed in the Gardner’s farm just a little whiles up the road. After the meteor crashed all the crops and plants in Everwynd grew impossibly fast and lush but the Gardner’s farm didn’t just have incredible crops but a field of large buds. Then, seemingly out of the blue, the void-rock vanished. After that the drinking water in town began to taste “off” and all the vegetation, while looking beautiful and fresh, would have black, rotten insides filled with what seems like blood. Soon after, the Rot Zombies came. Brother is quick to try and spin this as a positive, he tells Whisper that everything will be okay. The Buds, the zombies, the plants and animals, all of it is according to the Green’s plans. Whisper notices the blue mushrooms are quickly swaying and growing up Brother’s legs. Swiftly, he leaves the bedroom and blocks the door behind him.
Whisper alerts The Crew what he learned and what is happening to Brother. The Crew turn to Vaerin, whom earlier chose not to cast Fireball on the Fungal Soldiers and Rot Zombies in hopes to not burn down the house, but the circumstances have clearly changed. Whisper quickly checks the other rooms and finds them empty but before The Crew leave a pair of creatures made from vines lurch towards The Crew, followed by brother — now a Fungal Foot-soldier. Not ready for another battle, The Crew run out of the house and once they’re at a safe distance, Vaerin casts Fireball, aimed in the centre of the Billowrock farmhouse. Before burning up Fungal-Brother stumbles out of the house and says. “We can become her dutiful servants. All for our Queen.” The Crew run from the flaming house and once they find a safe spot, catch their breath and take a Short Rest. 
Once somewhat recovered, The Crew decide instead of heading back into town they’ll continue towards The Gardner’s farm and put an end to this horror. They travel a few miles up the road and see almost disorienting, neon green. The land around the Gardner’s home — one of the largest plots of land on Farmer’s Hill — has been changed to an unnerving degree. The grass has become like small tentilla, the tree have become flesh-like in texture and sway like heavy tentacles instead of branches, and their fild is now populated only by the Buds Brother described; large undulating, green bulbs with roots like tentacles. Walking among the rows of the Rot Buds are nine Rot Zombies and a trio of Fungal Soldiers, clearly all acting as protectors of not just the field but whatever lies, glowing the crater in the middle of the Gardner’s field.
The Crew rush into the fray, knowing they just need to get through. The Fungal Soldiers approach, followed by the Zombies. Whisper and Fizz go in to attack. Vaerin casts a Wall of Fire blocking more trouble from the East (and burning up some of the Buds). Tarsamiiria holds back the leading Fungal Soldier and tells Behemoth to pick up Fizz and get them to safety. Orpheon tries to push away some encroaching Rot Zombies and Kovaella creates an aura of Spirit Guardians to protect The Crew. Candy rushes in to fight but finds little purchase with their blade. Just as things seem to be going off to a good start for The Crew, whatever is in the crate lets out a dull, loud toll and the field of Rot Buds shiver, letting loose a cloud of spores, infecting Tarsamiira, Fizz, Whisper, and Orpheon.
The events of The Curse of Everwynd, Part Three took place July 6, 2012.
16 Years, 2 Months, and 27 Days since The Cold.
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cartoonfantic8 · 4 years
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Nico Di Angelo AU - Part 1
Spoliers for the entire Percy Jackson Serise. If your not caught up do not read.
Disclaimer - I don’t own the characters or any of the books plot. That is owned by Rick Riordan not me I sort of own the idea. There is other people in the internet who have this idea, this is just my take. Also I got most of the information of the plot and details thanks the the Fandom Wiki so credits to them.
AU - Nico Di Angelo was the child of the prophecy instead of Percy Jackson. Pretty much the serise as a Solangelo cannon instead of Percbeth. Some things are different but most things are kinda the same like the quests.
P.O.V - So in the orignal series it’s all in Percy’s POV but I got the idea that it switches POV’s like “Heroes of Olympus”. This is switched between Nico,Will,and Bianca
The Lightning Thief
Arrival at Camp
A twelve year old boy and thirteen year old girl were taken out of there military school by a lawyer (Alecto in disguise) to go to a Camp for them to be safe. There names were Bianca and Nico Di Angelo.
On the way they were attacked by the Minotaur which was chasing the limo.
Alecto told them to run to Percy’s tree and tell the people at the camp there that there haftbloods. Bianca and Nico ran towards a big pine tree but the Minotaur caught up to them. To protect her brother Bianca killed the Minotaur with her bare hands and somehow survived. Bianca and Nico fainted by the pine tree and before Nico passed out he yelled Help.
A camper immediately saw them and rushed them to the infirmary.
Nico woke up and saw a cute blonde hair boy (Will) rambling about how Bianca killed the Minotaur with her bare hands and how these kids are powerful. The boy noticed and got him a glass of water. Nico asked “Where am I”and “Where’s Bianca”. the boy said “Your okay and your safe” calming him down. Another boy (Lee Flecher) came in and told Will to take Nico to Mr.D and Chiron.
The blonde hair boy took Nico to two men both in there late 40s and Bianca who Nico immdently hugged. The men introduced both as Mr.D and Chiron. Chiron asked the blonde hair boy who he called Will to set up a place where Bianca and Nico to sleep in Cabin 11. Chiron explained to them about the Greek Gods and how there real. Nico was in shock while Bianca thought that it was all fake. Chiron asked them if they had ADHD or Dylexisia, if they’ve had an absent parent figure, or if werid thing have happened around them.
They both said yes and we’re taking it in. Chiron asked if they had any parents. Bianca responds with “Are mother died and are father was never around but after are mom died, are dad that we never met sent us to this hotel for a few weeks and then to a miterally school.” Chiron said “That’s strange, the records say - never mind there probely wrong. Mr.D told them to go to Hermes Cabin which Luke led them to since he was passing by.
Nico saw Will and went over to him. He thanked him for fixing his arm. Will blushed and told him that he didn’t and that was Lee. Will said that he really wants to be a child of Apollo because he loves working in the medicence field and that Lee let’s him help sometimes. Will asks him that if he knows the game Mythomagic and Will teaches him
Over the next few days Will and Nico became inseparable and did all there activitys togther. Until a few days before the Capture the Flag game a Aries camper was roughhousing with there sibling, which resulted in a wound on there arm. Will quickly fixed and healed with magic (Like Magnus Chase’s healing magic) and was claimed by Apollo. Nico was heartbroken. His best friend was claimed. Will and Nico still spent there free time togther but it wasn’t the same and Nico was all alone execpt he had Bianca
The Claiming
On the Capture the Flag game the captins were Athena and Aries. Athena took the Hermes and Apollo cabin while Aries took the rest. Nico and Will were on border patrol being kids but Will was asked to help in the infirmary as an Apollo kid so Nico was alone. Nico heard something in the woods and went to go look at what is was. It was a hellhound and it almost attacked Nico but Bianca stopped it and the hellhound backed away. Everyone saw what happened and were shocked. Bianca hugged Nico and made sure he was okay and then they were claimed by Hades. Everyone had fear in there eyes including Will.
No one talked to them after that and if they did they had fear in there voice. Everyone treated them differently as they were the black sheep of the camp. Chiron ended up letting them stay in the big house since the Hermes Cabin were terrified. He also gave them a new schedule so most of the time they wouldn’t be with the other campers.
One day they went to the forge to make weapons with Cabin 9. The Hephaestus kids were all terrified. Becknodorf didn’t care there were children of Hades and told them if his siblings gave any trouble talk to him. Bianca made a sliver bow and arrow and Nico makes a black Celsetial Bronze sword.
The Prophecy
Later that night in the big house. Nico couldn’t sleep because he heard noises from the room above him. He went to check it out and the Oracle started to speak to him and gave a prophecy to him.
“You shall go west and face the god who has turned,
You shall find what was stolen and see it safely returned,
You will be betrayed by one who calls you friend,
And your journey shall be a fight till the end”
Chrion finds a terrified Nico and tells him a prophecy has been issuied. He calls a councilor meeting instantly. It was pretty much all the oldest campers in the camp with the exception of Annabeth because the head counselor for the Athena cabin was in the infirmary thanks to a grusesome sword fight with Clarisse and she went instead.
While taking Bianca decided to go on the quest since she could not leave her brother alone. Even though Annabeth has been waiting for her chance she decided not to go because two children of the big three will result in a “death trap” which Luke whispers in her ear something about being nice. Nico tells them the lines of the propchey and they all unpack it. They also explain to the Hades’s kids about what happened at the solstice and what’s at stake in which Nico is internally freaking out since the fate of the world is on his shoulders
They still needed a third quest member. Nico asks Becknodorf but he declines since he’s needed at camp. Bianca thinks that no one wants to come since there children of Hades but Nico still has some hope. The next day Will gives Nico a “Quest kit” packed with ambrosia, necter, a first aid kit, and money. Will tells him how this quest is important and he’ll do great. Nico dosen’t and says “I can’t. The fate of the world is in my shoulders and I don’t even have a third quest member”. Will calms him down and tells him he’ll go and Nico hugs him and says “Thank you”
Nico and Will tell Chrion and he announces it at Breakfest. Bianca is shocked but happy. Most of the camp is shocked that a son of Apollo is going on a quest with two children of Hades. The Apollo cabin is mostly mad execptially Micheal Yew.
After breakfest Will goes to his cabin to grab a few things before the quest. Micheal Yew is infuriated and yells at Will on how he’s going to get himeself killed and how he can’t trust children of Hades because there evil. Will yells back and tells all of his siblings how Bianca and Nico are good people and how there all judging them for their dad which is stupid. He leaves the cabin and is off to Percy’s tree. Before he leave Lee tells Will he’s proud of him for standing up for his friends and that he’s going to do great on the quest.
Bianca, Nico, and Will are by Percy’s tree off to find Zeus lighting bolt. Before they leave though Beckendorf gave Bianca a magic rope he made, to help her in tricky situations.
Starting the Quest
After Nico, Will, and Bianca are driven into town, they take a bus into New Jersey. When they get on the bus, Zeus send monsters after them which Bianca defeats with her bow and arrow
They escape to Aunty Em's Garden Gnome Emporium. After they are served food, Aunty Em wants to take a picture of them to use as models for her statues. However, she tries to turn them to stone instead of using them as models because she is Medusa. Nico cuts off her head, and they leave. They find a lost dog, return it, and get $200. They buy train tickets with that money and get off at the Gateway Arch.
When Nico is alone on the top, Echidna reveals herself, along with her pet, the Chimera. Nico battles the Chimera and is poisoned during the fight. Before he “dies” he prays to his father that Bianca and Will will be safe on the quest. Before Echidna kills him Nico accidentally shadow travels away ( there were shadows around him. I know it dosen’t make sense but I have to work with it) to the ground beneath him.
Going Futher West
Weaken, Nico tries to find Will and Bianca in which he dose. Will and Bianca are crying because Nico is on the verge of death. Will tries to use his healing magic but it isn’t enough. He was sobbing at that point and his tears healed him and took away the poison. They all cry happy tears and Bianca punches Nico is the shoulder and told him not to do that again.
The trio gets on the train and are taken to Denver.
They get off, and go into a diner. Ares comes in and tells them to get his shield at Waterland, and, in turn, he would give them a ride west
They go to Waterland and find out the ride was set up with a trap by Hephaestus. They get out with Aphrodite's Scarf and go back to the diner, and Ares shows them a Kindness International truck
Las Vegas
Once they reach Las Vegas, a bellhop from the Lotus Hotel and Casino invites them to come in. Bianca is a little  skeptical and says this place is familiar. The bellhop insists and says it’s okay. The argee and went in. The receptionist asks for there names and when Bianca says them. The receptionist says that Nico and Bianca have a room and asks if they want to renew it. Bianca didn’t trust them but ends up going so Nico and Will are safe.
Nico, Will, and Bianca are given a room. After they enjoy the perks of staying in such a luxurious suite, they decide to go down to the arcade.
Will finds a boy, Darrin, who thinks the year is 1977. Will asks a few more people what the year is, to which they answer 1985 and 1993.
Will finds Nico and Bianca and they immediately leave the hotel
They are relieved to find out from a newspaper that it is still the same year. However, 5 days have already passed, leaving only one day to retrieve the lightning bolt.
The Night Outside
That night they decide to camp outside so they can get some rest. Nico decided to take first watch while Will and Bianca slept. Will woke up in the middle of his shift from a nightmare.
Nico asks if he was okay and Will said yes. Nico knew he lied and asked him again. Will said he dreamt of Nico dying in arms like he did before. Nico promised him he won’t do that again.
Will saw there was something wrong with Nico and asked him. He blurted it out of how he hates being a child of Hades. How everyone thinks of him as an outcast and that they wouldn’t cared if he was dead. Will told him he would upset if he was dead. Nico was his best friend.
Nico thanked him and also thanked him for coming on this quest. They stared into each other eyes for a moment and then Nico quickly looked away. He asked Will why is the pine tree on the hill called Percy?
Will tells him the story of Percy Jackson the other child of the big three. A group of haft bloods and a saytar were chased by a Cyclopes. There names were Annabeth Chase, Luke Castellan, Grover Underwood, and Percy Jackson son of Posiden. He was very loyal and did anything to protect his friends. They were about to reach Camp but the Cyclopes caught up to them. Percy sacrificed himself to save his friends. Posiden was upset his only son was dead and turned him into a pine tree. That tree watches over the camp and once you reach it you know your safe.
Bianca who wasn’t sleeping the whole time but the boys didn’t know that, decided to take watch. Nico and Will fell asleep and Bianca defently knew something was between them.
Reaching the Underworld
While searching for the entrance to the Underworld, they encounter Procrustes. Since Posiden is mad that Hades had two children breaking the oath twice, he sends his son Procrustes to trap Nico and Bianca. He traps Nico and Bianca using his signature technique — causing them to lie down on a bed while being stretched by ropes until they are exactly the same height of the bed
Will tricks him into lying down on one such bed. Procrustes is killed, and the trio proceed to DOA Recording Studios, the cover place for the gates to the Underworld, then enter. There Charon lets Nico and Bianca being children of the Underworld but doesn’t let Will in. Nico says that if he dosen’t his father will hear about this. (Please tell me someone got that reference)
Inside, they discover that the entrance to the Underworld proper is being guarded by Cerberus. Bianca tames him and then Will plays with the giant dog by using a little red ball to keep him distracted, giving Nico and Bianca enough time to pass to see there father
They walk through the Fields of Asphodel and pass by the path to the pit of Tartarus. As they approach the entrance to Tartarus, Beckendorf’s rope try to pull Bianca into it, but she manages to slip out of it. They get into there father’s place.
Nico confronts Hades who believes that he and Bianca were just some spawn and that he dosen’t care about them. He only cares because he needs them to clear his name. Hades says that’s not true and that he cares he just dosen’t have a good way of showing it. He then explains there past of how he put them in the Loucas Hotel for about 70 years to protect them from Zues. He also explains about there mother Maria Di Angelo and how he begged her and there children to live in the underworld which she declined. He also explains how Zues struck her with a lighting bolt and how he needed to protect them. Nico and Bianca were surprised but understood.
While Hades was taking, Nico realizes that Ares has tricked him when he discovers the Master Bolt is in his backpack. He and his friends were teleported by Hades out of the underworld
Fighting Aries
Hades return Nico, Bianca,and Will back to an ocean. They reach the shore, meet Ares, and confront him. Nico then challenges him to a fight.
He uses his sword to battle Ares. Nico eventually stabs him in the heel and Ares starts to bleed ichor. He is about to kill Nico when an evil force in the form of a dark aura convinces him to not strike Nico.
Ares then leaves, giving Nico the Helm of Darkness. Nico tosses it to the Furies, and they take it back to his father
Ending
Nico,Will,and Bianca fly back to New York City to give the lightning bolt to Zeus, despite the dangers of flying.
He proceeds to the Empire State Building and reaches the top, where Olympus is currently located. Zeus accepts the bolt and decided not to kill them. Hades was there to congratulate his children in not dying. Nico and Bianca have a short talk with there father before returning to camp.
Nico bumps into Beckendorf who reveals that he stole the bolt and helm for Kronos and then calls out a poisonous scorpion which stings and nearly kills Nico. Nico is unconscious after the attempt to kill him. Beckendorf manages to escape and leaves Camp Half-Blood. Will cures Nico and they, along with Bianca and Chrion discuss Beckendorf betrayal.
The camp beads are awarded, and the bead for this year - Nico, and Bianca’s first year is a white bead painted with a black helmet in the middle. Will’s was a black bead with a golden sun in the middle. Will leaves Camp Half-Blood to visit his mom Naomi Solace. Nico and Bianca stay at camp year around. The camp slowly learns to accept them and relized there kind, caring, funny people and didn’t judge them on there parentage. Sure some camper still have them dirty looks or talked behind there back but they didn’t care. They found a place where they belonged.
How was that? I worked pretty hard on it and I think it was great. This is going to be a serise and I’m planning on doing PJO and HOO but not TOA because I do not know how to write around that. I hoped you enjoyed that, I tried my best to make it different and tried for it to make sense. Thank you for reading.
@thatlitpollostan
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animalclasslists · 4 years
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Homebrew Beastfolk - Suuidan
“Don’t fight for glory, for it is fleeting. Don’t fight for a king or queen, for such people are fickle and have seldom stood beside those who serve them. No, if you must fight, fight for the warm fire at home. Fight for the smiling faces of your family, your friends, those you care for the most. Fight for the heroes feast that awaits you on your return. Such things are not just worth fighting for, they’re worth living for.”
--
(Based on the Domestic Pig class list)
While the Suuidan civilization is a very old one, stretching back thousands of years according to the writings of its people, up until recently it was rare to see one of its citizens outside of its mountainous borders. Due to a seemingly humble mushroom, however, they are ever more making themselves known in the wider world both as merchants and as heroes.
Outwardly, the Suuidan resemble bipedal pigs, similar to ones raised for meat and other products by the likes of humans, though they often insist they are as far removed from such creatures as humans are from other apes. Their bodies are stocky and from the outside often seem excessively fatty, but in truth they have more muscle than most suspect at first glance. Their legs are more slender than one might suspect for creatures of the Suuidans’ weight, though they are still sturdy and surefooted. Their arms are more powerful looking, ending in two thick fingers tipped with hoof-like claws and an opposing thumb. Generally their skins are light or mottled with sparse hair, though more woolly Suuidan are known to live higher in the mountains that ring the valleys they call home. Visible tusks are common on male Suuidan, though they are usually too small to be of use as weapons.
The Suuidan occupy the small nation of Suuari, which mostly consists of a handful of wide valleys set within a range of towering mountains. Though the journey there may be treacherous, with only a handful of winding paths leading into and out of the valleys, once there it is a sight to behold. Rows and rows of verdant fields, lush orchards, and flowering meadows stretch towards the jagged horizon all throughout Suuari. This near endless green is broken only by towns and small cities that are decorated from floor to ceiling in colorful paint, rich silks, and countless pieces of art. Those areas not set to till or used for housing are often carefully tended wild forests, from which Suuidan extract one of their most precious exports: truffles.
Of course, Suuari was not always a lush, green paradise. In the far reaches of Suuidan history, it is noted that the mountains and valleys the pig-folk occupied were a harsh, inhospitable place. Due to unpredictable and harsh weather, famines were common in these lands, and even those forms of life that clung to existence often had chemical defenses that made them unpalatable. Though the Suuidan eventually adapted to these difficult food sources, it was still common to see tragic die offs in less fruitful years. Much of Suuidan history is marked with struggles against the elements, with several wars being sparked by famines hitting different valleys.
Over the years, however, the Suuidan began to take a different approach, one of engineering and planning. Rather than rely on fickle magic or higher powers, the Suuidan utilized their innate cleverness to begin shaping their environment in a fashion that would make a rock gnome proud. Selective breeding turned even the most hostile of foodstuffs into renowned delicacies. Engineering brought water from tiny mountain springs into great reservoirs that now feed the entire nation. Keen observations of weather patterns fueled almanacs that took much of the guesswork out of when to plant and harvest crops to get their maximum yield. Even the soil seemed to bow to the Suuidan’s wishes, with their take on crop rotation turning relatively barren soil into fertile loam.
Perhaps their most impressive achievements, however, is the domestication of an otherwise rare and treasured fungus: truffles. What is a difficult and expensive treat other races have to go to great lengths to hunt for, Suuidan have been able to regularly harvest from their forests for hundreds of years. Even before domestication, the keen noses of the pig folk have reliably allowed them to pick out wild truffles since the dawn of their civilization.
Thus, once their now prosperous nation was opened wide to the rest of the world, many nobles quickly took notice of their cuisine, especially their liberal use of an ingredient nearly worth its weight in gold. While other agricultural goods found their way out of Suuari, it was this little fungus that made gold flow into the Suuidan’s coffers the most. 
Of course, where there is gold, there is conflict. Greedy eyes soon fell on this nation of beastfolk, and while Suuari had long since put aside its petty warring, battle soon came to its borders. Those wishing to subjugate the Suuidan and take their hard-won plenty for themselves swarmed into the mountain passes. Surely these soft, gluttonous folk would be ripe for conquest.
Unfortunately for invaders, the Suuidan’s penchant for engineering was not just applied to agriculture. As hostile forces began to muster at the foot of the mountains surrounding Suuari, the pig folk turned their intellect towards methods of self defense. Ingenious traps turned the narrow paths through the mountains into death traps, supplemented by advanced weapons wielded by brave Suuidan warriors and their own natural hardiness. This, combined with the natural inhospitable nature of the mountains outside of the Suuidan’s borders, proved successful in repelling many invaders over the years. Yet some still try.
Conflicts with foreign powers aside, the Suuidan are naturally very friendly, jovial people, far more likely to try and make peace than to seek war. Greedy eyes, it seems, have not hampered their love for good food, good company, and new stories to tell by the fire. A harsh history has taught the Suuidan to seize the day, enjoy the moment, and to relish even the simple pleasures of a good meal with friends. Annual wars and their subsequent era of plenty have shown them that more can be done with an extended hand of friendship than one gripping a dagger. Thus, Suuidan culture often revolves around feasting, dancing, creating art or new technology, and enjoying present company. Even their common clothing and architecture tend to reflect this, with sturdy masonry being covered with decorations so bright and colorful that newcomers often think they’ve arrived in the middle of a festival. 
Suuidan that leave Suuari are often merchants and farmers selling produce or ingenious mechanical trinkets, traversing the land with hand pulled carts. Suuidan adventurers are rare but not unheard of: warriors seeking family heirlooms looted during an orcish raid on Suuari, artificers hoping to expand their technological horizons, spellcasters eager to see societies that run on magic, even swashbuckling cooks looking for the perfect recipe.
Statistics:
Ability Score Increase: Your Constitution score increases by +2, and your Intelligence score increases by +1
Age: Suuidan reach maturity at around 10 years of age and tend to live until their mid 60s
Size: Suuidan can reach up to 5-6 feet in height but are extremely stocky, reaching 500-700 pounds.
Speed: Your base walking speed is 30 feet
Languages: You are able to read and write in Common and Suueshi. The latter is a surprisingly quick and complex language spoken partially through the nose, and the script is largely pictographic.
Iron Gut: Your sturdy body and hardy digestive system give you a resistance to ingested substances that might harm other humanoids. You are immune to disease and poison effects triggered by ingested substances, and you have resistance to poison damage. In addition, you are able to consume and process food that other humanoids might not be able to, such as grasses, bark, and bone.
Show Cooking: Nearly every Suuidan family has a selection of culinary delights that have been passed down from generation to generation, and so most if not all Suuidan are capable chefs. You are proficient in the use of Cook’s Utensils. Should you use your cooking utensils to prepare food over the course of a short rest, any who consume the meal will gain temporary hit points equal to your proficiency modifier. This gain of temporary hit points can only happen at the conclusion of a short rest. Following the short rest, you can still consume the food as normal, but it will not impart any unique effects. Depending on the uniqueness of the ingredients and your Cook’s Utensils skill check, your DM may decide to impart other benefits (or penalties) to your food other than the temporary hit point increase at the conclusion of the short rest. Reminder, temporary hit points do not stack!
Keen Smell: The Suuidan nose is extremely sensitive. You have the advantage on Perception, Survival, and Investigation checks that rely on smell.
Sturdy Body: While Suuidan outwardly look overweight, their bodies are incredibly sturdy and are adapted to store energy in case of famine. You have advantage on saving throws on spells and effects meant to knock you prone and you can last twice as long without food as those of other races. 
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darkelfshadow · 4 years
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Session Summary - 84
AKA “The Port Of Phlan”
Adventures in Taggriell
Session 84  (Date: 1st May 2020) - Online Session
Players Present:
- Rob (Known as “Varis”) Elf Male.
- Bob (Known as “Sir Krondor) Dwarf Male.
- Paul (Known as “Labarett”) Elf Male.
- Travis (Known as “Trenchant”) Human Male.
- John (Known as “Ragnar”) Dwarf Male.
- Arthur (Known as “Gim”) Dwarf Male.
Absent Players
Nil
NPC
- (Known as “Naillae”) Elf Female. <Controlled by Travis>
Summary
- Wealday, 10th Gozran in the year 815 (Second Era). Early Summer.
- The party begin this session, in the port city of Phlan. Most of the party decide to disguise themselves, except for Sir Krondor, Gim and Labarett who hide in a goods cart drawn by two of the ship’s crew.
- Heading into the port, which is under Cult control, things go immediately awry when Varis gets his coin pouch stolen. Cursing his luck and having no time to find the culprits, the party head over to the far side of the port, being careful to avoid wandering patrols of Cult forces.
- The party arrive at a Manor, marked on the map that Captain Lerustah gave them, as the head quarters of the Order Of The Gauntlet. The Manor is damaged, looking like a large battle occurred here within the last few weeks. Varis, Ragnar, and Labarett enter the Manor and begin searching it but it appears that the manor has been looted.
- Naillae climbs to the rook keeping look out for Cult forces from the streets whilst Sir Krondor and Gim guard the inner courtyard. Gim is expertly forced to the ground in a sudden and skilled manoeuvre, and finds himself looking up into the eyes of an armoured Half-Orc in plate armour, the tip of a long sword pressed into his throat.
- Sir Krondor recognises the tabard over the Half-Orc’s armour as that of the Order Of The Gauntlet, and the Dwarf Knight pulls out his pendant of The Order Of Gauntlet. They learn this skilled knight is Sir Zern Xerkstil, Knight Of The Order Of The Gauntlet, Paladin Of Helm.
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- He is the only survivor of the Cult’s attack on the Gauntlet Manor, all the other Knights have been killed. He informs them about what has been happening in the city. Three and half weeks ago the Cult entered and attacked the city, with little actual fighting as most of the Knights Of The Black Fist and Red Plumes Mercenaries, the defenders of the city, immediately turned sides in an apparent pre planned operation. The Knights now call themselves the Knights Of The Tears Of Virulence and have pledged themselves to Vorgansharax (“The Maimed Virulence”), the Ancient Green Dragon that now rules the city in the name of the Cult. Those members of the Knights or Mercenaries that did not join the Cult were killed. The Lord Regent of the city, Knight Commander Ector Brahms was killed as he refused to join the Cult and he and his personal guard died fighting. The Knights are now lead by Sir Cron Bolver, the former Lieutenant to the Field Commander of the Knights, Captain Jhessail Greycastle, who is now missing and presumed dead. The port is now under control of the Cult, who has patrols arresting any armed people or obvious adventures or spell casters.
- Sir Zern also informs the party that there are two resistance groups trying to push the Cult back but so far their separate efforts have been ineffective. One is lead by someone called the Black Knight and the other is lead by someone unknown. He has been unable to contact either of the resistance leaders, as they are conducting quick hit and fade skirmishes to disrupt Cult forces. Sir Zern is not sure what the Cult’s plan are at this stage or why they have taken over Phlan, a remote port with little military value. Sir Zern then gives Sir Krondor a mission to locate and recover an escaped prisoner, a female Drow Assassin called Yustena Karas, who is hiding in the Twilight Marsh. Sir Zern also fills the party in on who might assist them, and gives them information about other contacts within the city.
- Trenchant uses one of his more powerful spells to weave an illusion around each member of the party making them appear as simple locals, in plain clothes. With this new disguise it is unlikely the party will attract the attention of the Cult patrols now. Splitting up, Trenchant, Labarett and Naillae head off to the harbour side of the city whilst the rest of the party head over to the Velvet Doublet Feasthall to meet their local contact.
- Within the Feasthall they meet Rolk, a richly dressed Dwarf, who is the Head of the Merchant’s Guild of Phlan and one of the members of the Lord’s Alliance within the city. Rolk is not initially impressed with the party, especially Gim who insults him, but eventually agrees to deal with them. The merchant businesses within the city are operating as normal, with the Cult simply taking extra taxes, with the only unusual occurrence being that all the gem dealers within town have gone missing and all their gems stolen. Rolk does not believe this is the work of the Cult, nor the local Thieve’s Guild (“The Welcomers”).
- Rolk also tells the party that he can give them horses to ride out of town for the four hour ride to go to the Crossing Inn, located on the edge of the Twilight Marsh, and meet one of his contacts, Rhomsan Kal. Rhomsan is the inn keeper, and has boats waiting for the party to head into the Twilight Marsh. He gives them a map to one of the Lizardfolk villages within the Marsh and tells them to meet Bogclaw, the Chieftain of this village, whom he does trade with, and whom Rolk has paid to assist the party in finding the Lair of Throstulgrael (“Velvet”).
- After speaking to Rolk they leave and head back to the boat to wait for the rest of the party.
- Meanwhile on the harbour side of the port, the rest of the party has entered the Cracked Crown Inn and after a strange meeting with a talking crow, enter into a side room, where the crow turns into a small female Gnome. The party meet Seranolla The Whisperer, Priest of Mielikki and high ranking member of the Emerald Enclave. They learn from her that there is something wrong happening with the land around Phlan, she can feel something is wrong and the land feels it too. There have been reports of weird increases in Will-O-Wisps and she asks Labarett to investigate this for the Emerald Enclave and retrieve a sample of one of the creatures, giving him a Wisp Catcher to do so. She also tells them that Velvet was very visibly sick when the Dragon entered the city recently to meet with Vorgansharax.
- Next they head over to Madame Freona’s Tea & Kettle where they soon discover that all the patrons inside are Harpers. They speak to Olisara Lightsong, a female Moon Elf, and a high ranking member of the Harpers. She tells them about the situation in Phlan and confirms that there is something strange going on with the Cult being here, Phlan has no military significance. She is trying to organise the two separate resistance groups into one under the Harpers, and also find out what the Cult’s plan for being here is. Olisara then gives Trenchant a mission to retrieve the Spell Book, Harper Pin and encrypted code book of a dead Harper that was killed by Velvet. She believes the items must be in the Lair of the Dragon and asks Trenchant to return these items to her.
- Eventually all the party, still disguised as simple locals, reunite back at the Frostskimmr. With only a few hours left of daylight and wishing to take advantage of the powerful illusion spell that disguises the party before the spell ends, they decide to leave immediately. Farewelling Captain Lerustah, they confirm the instructions to the Captain, that if the party do not return in two days then he is to take the ship out of port and head north to the closest river and wait there for two weeks, moving the ship around the bay occasionally to avoid detection.
- The party head back to the Velvet Doublet to see Rolk. As arranged, Rolk gives a horse to each of the party for the ride over to the Crossing Inn. Thanks to Labarett’s gift, the party make the four hour journey in half the time and as the sun sets they arrive at the Crossing Inn.
- Within the Inn they meet Rhomsan and he arranges rooms, food and drink for the party, all of which he puts on Rolk’s tab. He tells them that he has four canoes waiting in the rear shed for them when they are ready to go.
- Sir Krondor asks Rhomsan if he has seen a female Drow and the inn keeper tells the Dwarf Knight he has. About three weeks ago, a female Drow came in during the evening. She bought a meal and a lot of dry food rations then left. Rhomsan didn’t see which direction she travelled once she exited the inn.
- The party get to sleep, readying themselves for the hard day tomorrow.
- Oathday, 11th Gozran in the year 815 (Second Era). Early Summer.
- The party arise early and after a hearty breakfast given by Rhoman, he leads them to the rear shed. Rhomsan looks up to the sky, “Athair will be in full moon tonight.” (Athair is the large blue moon).
- Labarett looks up, “Yes and tomorrow his sister Harell will be in full light too.” (Harell is the small grey moon).
- One of the canoes has been stolen leaving only three.
- Sir Trenchant speaks, “Looks like your missing Drow helped herself to some transport Sir Krondor.”
- The party wave goodbye to Rhomsan and then head off into waters of the Twilight Marsh on the three remaining canoes greeted by black rain clouds that hide the sun and light rains. Again thanks to Labarett, a four hour journey is done in half that time.
- Arriving at the village just as the rains have stopped, the air is filled with large flying glow bugs, the party bear witness to devastation on an immense scale.
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- Most of the huts on the island have been destroyed by acid. Dead Lizardfolk - ravaged by acid, claw and teeth - lay scattered all about. It is clear these Lizardfolk have been dead only a few days. Only two lone figures, one large Lizardfolk warrior and a smaller one dressed as a Shaman, move about slowly gathering the bodies in a pile. Both the large warrior and Shaman have savage wounds which look a few days old, and are still healing.
- The party discover that this is Bogclaw. His village was attacked a few days ago by Throstulgrael (“Velvet”) and she killed most of the village. She was angered to learn that Bogclaw had been trading with the humans in Phlan. Bogclaw seeks vengeance for his people and wants the Dragon killed. He directs and instructs the party on how to find the lair of Velvet, set within the ruins of an ancient Temple that once stood as a place of gathering for the Cult Of Dragon Queen.
- The party offer to help tend to the dead of his village, Bogclaw is taken back by this generous offer by “the dry skins” as he refers to humans. Sir Krondor asks the Chieftain if he has seen a female Drow, and he says he has. She snuck into their village during the evening and stole food, tools, and hunting gear two weeks ago. Four of his warriors attempted to track and kill her but they did not return. They found their dead bodies the next morning, each struck with a poisoned crossbow bolt.
- Whilst the party are talking and helping move the dead bodies, one of the trees starts to lurch towards Naillae. The smell of death has attracted one of the marshes more loathsome creatures. As the “tree” moves forward, seemingly come to life, the once motionless form of a Shambling Mound lurches forward. It’s large bulk towers over the party, limbs wider than a man threaten to crush and pull victims towards an open mouth filled with teeth.
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- To complicate matters, Will-O-Wisps also descend upon the party, their approach disguised by the many flying glow bugs. The party scatter about now dealing with many threats at once. Labarett pulls out his Wisp Catcher and attempts to catch one of the sly creatures.
- Trenchant animates two large fallen tree trunks and commands them to move over to the Shambling Mound and start attacking it. The rest of the party move around, as the Will-O-Wisps start to appear in greater and greater numbers, arcs of lightning shooting outwards to strike at the party.
- Labarett is struggling to capture the willy creatures. After the party manage to dispatch the Shambling Mound, Trenchant sends his animated tree trunks to try and corner in some of the Will-O-Wisps but this has no effect on the ethereal creatures who can move through solid objects like air.
- The battle is a struggle, until the party take note that Bogclaw and his Shaman are standing perfectly still, making no sounds, and not attacking or provoking the Will-O-Wisps. Following their lead the party quickly dispatch the Will-O-Wisps remaining and then stop moving about and remain silent, no more of the creatures appear.
- Labarett finally captures two of the creatures, after one managed to escape, the Wisp Catcher attuned now to lock away his prize.
<And as the party catch their breath after that unusual battle, that is the end of the session.>
XP Allocation
Group - Combined (This is equally divided by the number of players who were involved)
Quests (Only quests that are completed or rendered undoable, during this session, are shown here)
- Avoid Detection by Cult Patrols = 500 XP
- Locate Contact (Order Of Gauntlet) Sir Zern = 100 XP
- Locate Contact (Merchant’s Guild) Rolk = 100 XP
- Locate Contact (Emerald Enclave) Seranolla = 100 XP
- Locate Contact (Harpers) Olisara = 100 XP
Creatures Overcome
- Shambling Mound = 1800 XP
- Will-O-Wisps = 4500 XP
Individual (This is only given to that person and is not divided amongst all players)
Special Bonus (Outstanding Role Playing)
Nil
XP Levels and Player Allocations
Player : Start +  Received = Total  (Notes)
Rob : 105450 +1028 = 106475
Arthur : 84004 +1028 = 85032 (Level up to Level 11)
John : 78284 +1028 = 79312
Travis : 96398 +1028 = 97426
Paul : 85274 +1028 = 86302
Bob : 94141 +1028 = 95169
NPC (Naillae) : + (514)
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tactyl-ymon · 4 years
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DnD session recap - Lore and Losses
Ok, initial heads up. I am like 90% sure this is actually 2 sessions crammed into one, but I’ll be honest I genuinely can’t remember. So you get a biggun today. Like any of the previous one’s weren’t also ridiculously large.
We pick up this session with Emmi walking back into the city following a successful few days relaxing on her ship pulling up scavenged treasure from sunken ships and just generally enjoying the weather after a fairly stressful week when the necklace Core gave her to communicate with everyone starts going off, something about explosions and people dying and Drackuss. If she doesn’t say anything, maybe she can just turn around and go back to fishing but as fate is want to do, she runs into everyone trudging after their tiny gnome healer and they fill her in on why they’re moving towards a very possible death at the hands of their compatriot turned foe if he is still in the barracks. Eridol uses what little energy he has left after his stint in the fight pits to put a protective ward over Veiraen and begs everyone to stay outside and try to protect each other as he and Core enter the barracks to make sure it’s clear. They check room after room and find nothing but some missing supplies. Drackuss is gone. Eridol needs to know what happened, Veiraen starts going over the details of the fight in the alley and Core mentions remembering the shield Drackuss had as being Olgum’s and being linked to Bhaal.
All the stress from the past few weeks latches onto Eridol at once before he can try and squash it down again, images of children he couldn’t save, all the times he couldn’t get to someone to heal them in time, Drackuss attacking him while being mind controlled, having to face grieving parents and tell them their son was dead only to have him miraculously return to life minutes later, nearly killing Merla, not being there to stop Drackuss from attacking everyone else, not seeing any of this coming … everything comes to a head and Eridol just starts walking out of the city without a word. Luckily someone sees him leaving and after realising that he’s not responding to anything the group quietly follows him westward. He walks for hours, long after the sun sets and rain starts bucketing down before he collapses in a field and everyone quietly puts up the small tent they have and takes watches keeping an eye on him.
It’s late morning when Eridol wakes up and while being completely emotionally drained, eventually asks why they’re camping and why is he soaking wet, the last thing he remembers is getting to the barracks. Emmi and Veiraen fill him in that he just kind of went very quiet afterwards and decided to just leave and no one could really stop him before asking what happened. Eridol mentions that he hasn’t been doing alright since they got to the underwater temple and he saw that first dead child and things have only gone downhill from there, having the person he trusted most in the world to take care of the group if anything happened fall like this was something he couldn’t even have begun to consider and it hit harder than it should have. In a moment of conversation they all figure out that this seems to have started back in the mistress’ temple when Drackuss tried to pray in a ritualistic circle to Bhaal, Yurtris and the great old one that the mistress had used in her rituals to generate a coven for herself.
Tornur and Whisky begin throwing around Bhaal’s name in conversation, joking that Drackuss has always been like this as long as they’ve known him, Eridol immediately refutes that he wasn’t always like this and tells them about Drackuss helping sick children and taking blows that could have killed other party members because that’s who he always was beforehand and a brief theological history of Bhaal and the other members of the trio of gods that look over the domain of death before meekly apologising and letting himself be led back to the city. They drink and discuss on what to do next, Eridol believes they should contact the other towns to warn them and leave immediately to find Drackuss and stop him before anyone gets hurt while Tornur believes they should stay and wait to hear from someone first so they’re not wasting their time looking into possible dead ends. With neither giving up either argument, it’s put to a vote and the group stays put until they get a lead. Drinking continues until Eridol gets up to use the bathroom and impulsively sends a message to Drackuss. “Whatever forced your actions, I will break its hold. I hope the next time we meet it can be as friends, but will prepare otherwise” he whispers to the ether. A few minutes go by before he gets a response frol the AWOL dragonborn “Once I have attained the power I seek, I will return”. Eridol sighs and quietly returns back to the group, not saying much more as the night continues.
While Eridol’s in the middle of an emotional breakdown surrounded by his friends, Drackuss has made his way out of the city and settled into the foothills near an allied goblin stronghold we visited several months ago and brokered a peace treaty with, knowing that word would soon travel about him, he’s been luring and killing any patrols that come by to make sure he goes unnoticed. Strangely this doesn’t last as long as he might’ve hoped as one patrol managed to slip his grasp and he couldn’t kill them all before the warning horns of the stronghold blare and he is forced to make a quick getaway with his newly summoned fiendish steed. At some point on his path to Bhaal’s chosen victims, Drackuss receives some messages from Core trying to get him to come back. Bhaal bids he finish his work and complete a ritual before it is too late to fully become a champion of the god of murder and Drackuss finds himself, sword ablaze, outside a small cottage containing a small half assimar child that Drackuss himself had brought back to life in an act of miraculous twisting of fate earlier in the campaign.
As visions of carnage filter through his head, showing all the possible ways he could dispatch the inhabitants, Drackuss falters just a little. Remembering the messages he had received from his friends and companions the past few days, mixing with his own feelings of accomplishment at granting the child a second chance and in a forceful show of will, he overcomes the whispers of the god of murder long enough to walk away from the cottage and ride off into the hills. Bhall not being exactly pleased with this turn of events, points him towards a new target that is currently being sheltered in a forest nearby that would fulfil the needs of the ritual. He eventually comes across a small village hidden in a small clearing, this is where his prey is hiding. As he observes the village, he notes it appears to be being overseen by another previous member of Tacty’l Ymon, Raven, the wood elf druid as she’s talking to several people about upkeep and the like. She is hiding all manner of fey and monstrous races that appear to have come through the portals linking the country to the outside world and find the trapping of civility a little too much. A rustling from a nearby tent catches his attention and his prey exits out to the village. Our halfling barbarian, Merla. Ran away because she couldn’t face the possibility of jail after murdering a peasant. She would fit the ritual requirements just fine the whispers urged Drackuss as he sprung into action, sending his wolf to attack Raven and the others as a distraction while he slowly creeps through the bushes to close the gap between himself and Merla. The wolf gets a good swipe at Raven before she panics and wildshapes into a mouse as several townsfolk rush to grab weapons and another druid who looks similar to Raven gets between the wolf and the remainder of the towsfolk. The druid wildshapes into another large carnivore and the battle begins as Drackuss continues to creep towards the confused halfling. Drackuss makes a charge for his soon to be sacrifice as the two large wolves battle in the other side of the small clearing but unfortunately the monstrous villagers notice him before he can attack and now aware of his presence, turn towards Drackuss. Knowing an unwinnable fight when he sees it, Drackuss attempts to flee, calling his wolf as he goes, firing spells and curses off at the party following him and nearly hitting the other druid with a nasty curse that is quickly shaken off.
Drackuss’ wild magic surges and he is lifted into the sky, a brief ability to fly bestowed by chance at the most opportune moment. His escape almost complete, he feels a wrenching in his skull as he succumbs to the feeblemind spell thrown out by the other druid. All intelligent thought leaves his mind as he continues to rocket upwards through the air, only knowing that landing right now would mean pain and death. He continues to rise until the wild magic surge allowing his flight wears off and he begins plummeting to the ground, seconds stretch as the world tumbles around him and he crashes through several trees and into a small lake far enough away from the village that he wouldn’t be easily found. He feebly calls out to his steed and the telepathic bond they share allows it to find him and unable to listen to the whispers of Bhaal he falls back to his base instincts for protection which in this instance is boiled down to “Find eridol, he will protect us” and so the wolf pads off with his master to find help and return to the group.
In the few days since returning to the city, not much had happened for the remainder of Tacty’l Ymon. Everyone was anxiously waiting for instructions and pottering around the barracks. Eridol and Veiraen are in the midst of a heated prank war because someone, not naming names, may have ruined veiraens chances at a date with another drop dead gorgeous drow assassin, Tornur and Whisky are beginning plans for starting a brewing company and Emmi is looking into any additional information into the tower and the slyph and the whole “We’re imprisoned in a bubble outside the material plane thing and if it’s not fixed there might need to be a genocide to avoid overpopulation” thing that’s going on in the background while we deal with our personal dramas. Core comes to see us in the early afternoon saying that he’s found something about Drackuss being seen near the goblin stronghold we allied with ages ago when this whole thing started and possibly sighted in one of the villages to the east. Everyone gets their standard ready up montage while Core wrangles up a contingent of guards to come with them just in case and the groups march out to end this. We march for a few hours in grim determination before setting up camp for the night and sending the guards onward to the town just in case he’s still there.
The first watch goes on without incident and Veiraen and Eridol take the second watch, Veiraen tries to get Eridol to discuss what he’s feeling towards Drackuss and everything but they are interrupted by a loud scraping sound outside the limits of their vision. Everyone is woken up as the sounds get closer and closer before a very large and imposing dire wolf enters their view carrying a bloodied and confused looking Drackuss straight up to Eridol. Arguments are had about what happened to him and what happens next while the wolf refuses to let Eridol leave Drackuss’ side. Tornur and Core work together to realise this was powerful magic that caused this and that as Drackuss is now, he’s no threat to anyone. A decision is made by Core to remove Drackuss’ weapons and armour and escort him back to the city. Eridol bundles everything up and puts it into the bag of holding, making note of the shield to Bhaal and Drackuss’ now tarnished blade having a lingering sense of tainted divinity around them. Everyone discusses what happens with Drackuss now, he obviously isn’t in any state to stand trial for his actions at the moment and can’t be left to roam freely. So for now he’ll be imprisoned while Core and Tornur look into how to break whatever spell took Drackuss’ mind from him, Eridol mentions the tainted ritual that was underway and was affecting the sword and shield and angrily states that he’d look into these before retreating back inside himself like the conflicted, emotional turtle trying not to succumb to like 20 panic attacks that he is.
The group separates with Core taking a now de-armored Drackuss off to a holding cell and mentions that construction on the keep we’d been promised starts shortly so everyone should look forward to that. The next morning comes and the barracks Tacty’l Ymon live in had started to stir with Veiraen making his way down to the kitchen where he finds a hastily scribbled note from Eridol that states he’s sorry but he had to leave. He’s taken the bag of holding minus the party’s collective funds and both his and Merla’s dogs, he needed to go to work out some things before he can face everyone again. Core can contact him if it’s an emergency and he doesn’t know when he’ll be back. A sloppily written post script mentions to not let Veiraen stab anyone and to only let someone stab Veiraen if he deserved it. The rogue crumples up the note before anyone else comes down stairs, adamant to not tell them about Eridol’s apparent betrayal.
We skip forward 7 months, Eridol is still missing, Veiraen, Whisky and Tornur have been spearheading overseeing construction of the keep, Drackuss is still being taken care of in a prison cell inside the main city by Core and several guardsmen and Emmi had entered a very open ended agreement with what looked like a magic item salesman for some new armaments that took the shape of a fabled sea captains boots, swords and cloak before retiring to her ship to fish and excavate sunken treasure when everyone gets a message from Core that he’ll be dropping by the keep in a weeks time with someone he’d like the group to meet and he expects everyone to be there. Emmi returns first, bringing all manner of gifts from her expeditions and is welcomed with open arms. Eridol tries to sneak in a few days later but is found by Veiraen who wants nothing to do with the gnome for how he just up and left everyone like that. How dare he try to come back now and act like nothing happened. What was he even doing that was so important that warranted such a shitty note and no other communication for months on end. Eridol apologises for how he acted, it was wrong of him to run away like that, everything got too much and he couldn’t face everyone like that but he can’t tell Veiraen most of what he was doing while he was away but some of it was working to break the connection between Drackuss and Bhaal as well as researching how to implant objects with divine energy. But he’ll do anything to make it up to Veiraen and the rest of the group. Veiraen mentions he’ll let Eridol in if he lets Veiraen stab him with a poison he’s been working on.
With out much of a choice, Eridol accepts and is lead into Veiraens alchemy lab where Veiraen mentions that the best way to apply the poison is directly to the blood using some kind of stabbing implement, like this handy dagger here. The light stabbing happens and Eridol doubles over in some of the worst agony he’s ever felt as his blood literally boils inside him. The pain is too much and Eridol sees himself back in the underground lair, Drackuss’ sword melting through his armor and splitting his chest open and he panic casts Spirit guardians for protection and Veiraen braces to be attacked by the spirits, but they harmlessly float through him before Eridol passes out into a shivering, disassociating heap on the ground. Veiraen cycles through his emotions very quickly as this all occurs, going from Smug determination to excitement to see the poison in action to mounting concern to fear and then to immediate concern as he spends the next 30 minutes trying to calm Eridol down and get him responsive again. Once their impromptu spooning session is over, Veiraen asks about the spell Eridol cast and why it hadn’t attacked him like it has in the past when they were fighting in the pit. Eridol groggily mentions that subconsciously he must have realised Veiraen wasn’t going to hurt him and that he only remembers it feeling exactly like Drackuss nearly bisecting him which kind of drove him over the edge in a panic.
With hopefully all the revenge pokes out of the way, everyone heads outside to wait for Core and their mystery guest. They arrive and Core introduces us to Septima, a heavily bandaged and covered druid of indeterminate race with glowing green eyes who really doesn’t appreciate Veiraen’s jokes. Introductions are made and Core mentions that he found Septima squatting on an abandoned isle to the south and figured we needed another set of eyes on us considering Drackuss was still out of commission due to the whole feeblemind fiasco. We see Core off and Septima asks if there is any way he could see how everyone fights, to make sure this will be worth his time. We set off to the portals to the north that let refugees and any number of beasties in every dawn. The group travels to the military encampment surrounding the portals and are met with initial resistance as some of the guards recognise Veiraen from when he came through initially and kind of went on a psychotic rampage and maybe killed several people. With tempers rising on both sides, this gets the attention of the commanding officer, a heavily armored dragonborn named Sukaren who comes barrelling over as Septima divides everyone with a wall of wind long enough for everyone to calm down. Sukaren demands to know why we’re at her outpost unanounced and we “calmly” explain that we’re a group of mercanaries who need to test out a new team member and thought why not come and help out the hard working military men and women keeping the kingdom safe and the monsters at bay. Kind of a two birds, multiple stones deal because lets be real our aim is bad at the best of times. We promise there’s nothing nefarious going on, we just want to fight something and then we’ll be on our way. Sukaren begrudgingly agrees on the proviso that our wizard and one of the rogues join up with different groups of infantry for the fight while the rest of us fight without assistance before pointing us towards one of the emptier infantry tents for the night as she stomps grumpily back to her tent warning that if she needs to come out before the sun’s up there’ll be hell to pay.
Everyone gets woken up before the dawn to begin preparations before walking out to the fields between the portals and the military camp and the group is split per Sukaren’s orders with Emmi being led to on of outside groups and Tornur being led to the other while the remainder of the group takes point in the centre and orders are given. The portal will open and civilians will come through first, they will be disoriented and confused, you will have 60 seconds until the monsters appear, once they’re dealt with everyone can retire for the day. Get all the civilians behind the front lines and moving towards the military camp before that happens. The large central portal shudders to life and we start yelling for the small group of civilians that wanders through that they really need to get a move on and with several successful checks we get everyone booking it to the camp and a trumpet breaks the silence signalling the monsters arrival and several tigers, lions and displacer beasts run through flanking a large earth elemental before the portal closes. A vicious fight ensues before it ends with Whisky turning the elemental into gravel with a flurry of rolling punches to the amazement and fear of anyone watching. With everyone exhausted and glad to be done we start heading back towards the encampment as everyone hears an earth shattering kaboom behind them as the portals reopen and we end the session there.
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merelliahallewell · 5 years
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A Guide of Silver & Ash
I’ve been super excited for the Drustvar inquisitors ever since I first got to play around on Beta and have been roleplaying one since BfA dropped. It’s not likely that we’re going to be getting any more lore on Drustvar or the Order at this point in the expansion, and so I’ll recap what’s gone on for them so far.  In the hopes of maybe finding more of them to roleplay with (and maybe encouraging people to try out the character concept) I decided to put together a guide to their roleplay! 
This will be headcanon free, so don’t worry about having to sort out out somebody’s personal lore from what’s present in-game. If I do make an assertion or reference something not in WoW canon, it’ll be easy to notice. 
If you’re looking for some more detailed Order of Embers headcanons, I’ll attach some at the end of this post. Merellia, my inquisitor, is writing an IC primer for the Order of Embers that I’ll be releasing (hopefully) soon, so keep an eye on this blog if that’s your sort of thing!
Guide is after the jump- this will be a longer post!
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On Kul Tiras’ western side lies the mountainous region of Drustvar- providing most of the island kingdom’s ore and some of their strongest warriors. In recent times, Drustvar has fallen quiet- no shipments have come from it, and the Waycrests have not been seen in Boralus in a long time.
As players enter this zone in Battle for Azeroth, they find a region on the brink of succumbing to the influence of the vile Heartsbane Coven, a group of witches who have spread like a plague across the land, corrupting and destroying all in their path in the name of their Drust patrons.
The Order of Embers
During the zone’s storyline, the player and Lucille Waycrest discover that the magic being used against them is that of the Drust, who were defeated thousands of years earlier by a group known as the Order of Embers, who took up arms against their powerful foes and eventually triumphed. The Waycrests were members of the ancient order, and it was Arom Waycrest himself who led the charge to defeat the Drust king Gorak Tul. 
In the cavern Gol Var, once a Drust stronghold, they recover an ancient tome known as the Tome of Silver and Ash, a treatise which contained all their knowledge on combatting Drust magic. 
In the town of Arom’s Stand, some of the Waycrest Guard’s finest remaining soldiers were recruited to become the reborn Order’s first Inquisitors. The newly-anointed inquisitors brought the fight to the Heartsbane from there.
Conflict with the Coven
The Order’s battles with the Coven play out over the latter half of the Drustvar questing experience and also the zone’s world quests. They add new members to their ranks, create new weapons for use against the Coven, and push back against them on all sides. Eventually, they storm Waycrest Manor, cutting off the head of the snake and defeating the Coven’s leadership. Gorak Tul was forced back into Thros, prevented from returning for the time being. (Tul was later killed in Thros during the Pride of Kul Tiras questline.)
We don’t know how long it takes for all these events to play out- it could range from a handful of days to months after BfA’s launch. 
Even once the Coven’s leadership is defeated, though, it’s likely a number of witches still remain entrenched in their strongholds and forests. An inquisitor’s work is never done, it seems...
Who leads the Order of Embers? Does it have a hierarchy?
Lucille Waycrest- now the ruling Lady of Drustvar, and the last of her house, is in charge of the Order. All inquisitors are raised to their stations by the authority of House Waycrest. Other important figures are the remaining original inquisitors (Sterntide, Mace, Notley, and Yorrick), the quartermaster Alcorn, and Marshal Joan Cleardawn, a former inquisitor that was given new leadership over the Waycrest Guard. 
The Order seems to lack much of a formal hierarchy- all the named NPCs are simply titled with inquisitor- working together as a team rather than issuing commands to one another. They also seem to be adept at handling missions alone and on their own- or with the aid of local allies. 
Can I roleplay an inquisitor or other member of the Order of Embers? Is it lore-abiding?
Sure! The Order didn’t stop at five inquisitors- a world quest boss for the Horde during the invasions has them facing off against an Inquisitor named Erik. They’re probably not handing out inquisitor garb like candy, but there’s no reason to assume that a worthy and trusted individual wouldn’t be made an inquisitor. 
However, it is worth mentioning that the Order of Embers might not be too trusting of those wielding or even infused with darker powers, given the devastation of their homeland by spellcasters wielding deadly, terrifying magic. 
Could a non-human join the order?
I don’t see why not- though obviously, the Order of Embers may be more hesitant to accept, say, a void-infused elf with tentacle hair or a worgen as an inquisitor than a race they’re more familiar with such as a dwarf or gnome. Ability to serve House Waycrest and being of aid against the Heartsbane are likely strong factors in joining up- they may not make a person an inquisitor if they’re a night elf that’s only briefly in Kul Tiras.
There’s no real in-game basis to make this judgement on either way, so if you want to roleplay an inquisitor that’s not human and you think you have solid IC reasoning: go for it! 
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Initiation Ceremony
To become a member of the Order of Embers, the initiate undergoes a short ritual where they are presented with their garb.
Brothers and Sisters, today you become the searing fire that burns away the darkness. 
Today you become the shining blade that cuts through the wicked. 
Today you become the beacon of hope against the endless foe. 
By the authority of House Waycrest, I name you inquisitors of the Order of Embers!
Non-inquisitor Roles
If you find the Order of Embers cool, but don’t think you like the idea of hunting witches all day, they have more than just inquisitors in it. The witch hunters rely on specialists to help them get the tools they need to beat back the Heartsbane, and even simply through the questing experience they gather new allies. The blacksmith Angus Ballaster and the alchemist Master Ashton both are essentials. As of patch 7.1, the Order is also joined by a cleric by the name of Loriette. A skilled smith or alchemist could work alongside them, perhaps helping to craft more weapons for them or concocting potions for use in the field.
Allies
The witch hunters are not the only ones out to defend Drustvar- they are joined by a plethora of others trying to protect the region. 
Waycrest Guard - The Waycrest Guard are the chief protectors of Drustvar... or they were, at least, until the Coven took over and enslaved many of their number with a powerful curse. They are shown to work alongside the Order of Embers when Watchman’s Rise is retaken. The Waycrest Guard had some of their finest join the Order- so it is natural for them to work alongside one another. The Guard seem to act as, well, guards for those settlements not completely lost to the witches, while the inquisitors are the ones striking deep into enemy territory. 
Town Militia - With much of the Waycrest Guard falling under the control of the Coven, the towns of Drustvar have been forced to look to their own defenses, such as in Falconhurst and Fletcher’s Hollow. Ordinary citizens have been forced to take up weapons in defense of their homes- and the aid of an inquisitor would likely be welcomed.
Thornspeakers - The Thornspeakers are a faction of Drust and human druids that live out in Drustvar’s woods and mountains. They are led by Ulfar- one of the last few remaining Drust, and somebody who remembers the original war with the humans- though he found himself eventually joining their side. The Thornspeakers seem to congregate at Ulfar’s Den along the eastern side of the mountains. They work hard to maintain the balance in nature, and have allies in the mysterious pair of stags that roam the forests...
Drustvar Rangers - Though they only appeared in a few brief quests supporting the Thornspeakers, Drustvar seems to have a number of woodsmen trying to do their part to protect Drustvar. 
Army of Light - Patch 8.1 brought new allies to Drustvar. While they have little official presence in the zone’s story, the Army of Light is the main Alliance contribution towards defending Drustvar. They have brought their Lightforged Warframes with them - incredibly powerful weapons that once fought the Burning Legion - as well as bunkers deployed by the Vindicaar and Light-based shield generators, all to protect Arom’s Stand from the Horde’s Blight-carrying gunships. they seem to have a permanent encampment to the north of Arom’s Stand, and are summoning in reinforcements from Stormwind. 
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Clothing and Armor 
Upon being appointed to their new stations, inquisitors are offered a set of garb inspired by drawings in the Tome of Silver and Ash of what the ancient inquisitors wore. This armor seems to be dark brown leather gear and also has a feathered cap involved- though only one of the inquisitors seems to have chosen to wear it.  
The Order also has a tabard, which is worn by the quartermaster who sells it. While no inquisitors actually seem to wear it, it’s one of the better-looking tabards added this expansion and has a distinctive look. 
Brown is a color you’ll find often worn by the Order and those associated with it- like Lucille Waycrest. The order’s official uniforms include tones of brown and silver or grey.
In an OOC sense, the uniforms the inquisitors wear is the Heroic version of Rogue Tier 21, which comes from Antorus, the Burning Throne. This is Rogue only, sadly. The hat is available sometimes as a drop from Commodore Calhoun, a rare mob in Vol’dun. I do not know if it drops for non-leather wearers. 
If you’re looking for some transmog ideas, this is a link to the Order of Embers mogs on /r/transmogrification. There is a super sweet plate set OoE set on there that actually won Best Dressed of 2018 for the armor class. 
Weaponry
The inquisitors of the Order of Embers wield a number of different weapons, taken from their prior occupation as members of the Waycrest Guard. Everything from two-handed swords to crossbows are used by them- and that’s just primary weapons. Their armor features throwing knives as well. Inquisitor Mace even carries a trio of daggers sheathed at her belt- it seems they have no shortage of tools for dispatching witches with.
On top of this, the inquisitors recovered a small amount of silver from one of the region’s mines. The silver was used to begin producing weapons for the Order- such as the silver-plated hand cannon Witchrend, which seems to shoot scraps of silver and other metals to great effect against the Heartsbane. 
Players who have completed the zone’s quests also have a buff called Silvered Weapons. Silver can disrupt the magics of the Heartsbane, and deal increased damage against them.
Alchemical fire is also a potent weapon against the Drust, crafted by Master Ashton. This can seemingly be put into flasks, which are thrown at enemies. The flasks shatter, and release the flames within, which is a potent weapon against both Gorak Tul and against the animated wicker creatures. 
As an OOC note- silver is a terrible metal to forge a weapon out of. It is extremely soft, and would not hold up well in a fight. Blizzard never covers how the silver weapons are handled.
Other universes have done this, though- D&D has a ruling about silvered weapons, and The Witcher series has a class of silver swords with special forging techniques. 
Miscellaneous 
The Holy Light may be used by some members of the Order of Embers. Inquisitor Erik uses holy spells for his attacks when engaged by Horde players, and Cleric Loriette casts a fiery blessing on players who have unlocked her, a spell type usually reserved for priests. In WoW, the IC classes of cleric and priest is often interchangeable. A Light-wielding inquisitor is not out of the question, it seems. However...
Despite the possibility of Drustvari Light-wielding inquisitors like something we observed in the Scarlet Crusade, the Order of Embers is not a holy or religious order. It owes allegiance to House Waycrest. Zealotry is probably not on their menu. 
Witches have been observed to call upon Drust magic without the Coven’s assent- once by a rejected witch in Drustvar, and again in Tiragarde at the Algerson yard. This could open up the possibility of inquisitors venturing outside Drustvar to seek out new threats. 
The Order of Embers is based out of Arom’s Stand in central Drustvar. The building Lucille occupies is possibly their headquarters. 
Per the faction description, the Order of Embers fights with knowledge guiding their blades. As mentioned before, blind zeal like the Scarlet Crusade had to fight the undead with is not their style- even if Inquisitor Mace is really good at rushing into battle ahead of her allies. It’s also unlikely the Order would be suspicious of magic-users such as druids or shamans. They would have to be a pretty poor inquisitor to confuse the magics of their new allies with that of Drust magic.
Onions seem to be anathema to the witches and their servants. 
Further Reading (Fanon and out-of-WoW information)
I did an interesting write-up of Drustvar’s strange and curious connections to the Light, rather than the Tidesage religion, and it prompted a bit of discussion on the forums. It sticks to canon information, but attempts to draw conclusions from it. You can give it a read here! 
This blog post goes over some potential processes for silvering and what happens when these weapons are used on creatures averse to silver.
I write my own fanon on the blog AzerothExpanded. Over the last few months, I’ve written a number of entries about Drustvar, including a post about the Order’s practices, the roles of its inquisitors and clerics, and Drusvar’s witches. People are free to use these in their roleplay!
Matt Mercer has created an interesting Dungeons & Dragons class called the Blood Hunter (which used to be called Witch Hunter.) It provides some interesting ideas that could be brought into an inquisitor character. You can see the class on D&D Beyond, or read the old Witch Hunter PDF. 
Keep an eye out for the upcoming in character writing from Merellia, coming on this blog! I’m super excited to get it out once my finals end later this week. It should wind up coming in Google Doc, TRP3:E book, and Tumblr form because I like gifs.
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I hope this post was helpful to anybody who’s feeling like trying out this sort of roleplay! It’s terribly long-winded but I wanted to do my best to cover what’s out there, so that people have all the information they need to jump into this and start on their characters. 
If you’ve read all this and you’d like to meet some Kul Tiras roleplayers or try out inquisitor RP, I’d suggest giving @cesarewatch‘s Kul Tiran RP Starter Pack Forum Post a read. That’s got links to the cross-realm Living Kul Tiras in-game community (and discord) that features members from WrA and MG. It also has links to other smaller communities, including Thorny Inquiries- the Drustvar discord. 
If you’d like to reach out to me about this guide or roleplay with an inquisitor, I play the character “Merciella” on both Moon Guard and Wyrmrest Accord. Happy roleplaying!
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On River Trolls and Berry Bushes
The Cleric’s Journal - Session Zero
Dear Diary,
I know not how it is I got stuck with such a moronic group of bumbling idiots.
One minute, you’re studying quietly in your quarters at the Saeya State Academy in Lanavir, and the next you’re dumped in the backwater town of Timberville and told to go kill a river troll for a measly hundred gold coins!
I consider myself an upstanding young dwarf, and have been told I have the makings of a promising cleric. Frankly, this whole charade could have ruined my reputation. Having said that, Gaia guides me, and nobody likes a river troll. I told the others to buckle on their armour (though it seemed I was the only one who brought anything substantial) and off we ventured into the Berry Woods.
The pungent stench of berries immediately assaulted my nostrils. Soon after that (a little too soon, for we were still trying to get our bearings) a noise alerted us to immediate danger! Low and behold, a pack of wolves appeared, and while the gnome and I counselled wisdom, that buffoon of a barbarian charged forth in a show of bravado and, frankly, stupidity.
There ensued a tense stand-off with the wolves. Hours of manoeuvring followed, as well as several near deaths (of the rogue especially, who seemed to forget he was about as sturdy as a sandcastle). I got heartily sick of reminding everyone that we had bigger fish to fry – namely, a river troll, and perhaps we had better try to get this wolf pack on side. Fortunately our gnome was a druid, and a mighty talented one at that, and she managed to negotiate a truce with the wolves. Alas, two were then sent off to investigate the cry of a distressed wolf pup, a clever illusion earlier in the stand-off that came back to haunt us.
Nevertheless, we were two wolves up, and I’d had plentiful chances to practice my healing talents. Gaia provides.
After some impromptu salmon fishing for our hungry new friends (Salmon! Salmon! they cried in tail-wagging euphoria), we discovered that the half-elf was a veritable font of knowledge about river trolls! He told us everything we needed to know, including the necessity of using the disgusting berries to disguise our scent.
There were some incidents with wandering dryads and the barbarian once again picking unnecessary fights (belated apologies to the two innocent lovers meeting in the woods that he murdered), and then we finally happened upon our river troll!
Sadly, he was already caged and light-to-middlingly guarded. We knew not by whom, but surprisingly we had begun to work better as a team, and instead of throwing him into battle, we placed our half-elf rogue upon a tree. From there he had a clear view of the scene, and we debated our course of action.
Some wished to kill the guards. I reminded everyone the river troll was a far more troublesome foe and the guards would make useful cannon fodder. I feel little guilt for that suggestion, for Gaia had clearly set me upon this quest. For some reason, the barbarian smeared one of the dead lovers in berries and carried him across the river, which achieved precisely nothing.
In this battle of wills, I was a little worried that my heavy clanking armour would alert those across the river, but fate was on my side! And thus I argued my wisdom competently, and the half-elf shot an arrow into the lock of the cage.
The troll broke free!
The guards did not last long.
We lit up the forest with druidic fire, setting our weapons ablaze as we hurled and swung them, trying in vain to damage the troll. He was tough, and when he’d crushed the guards betwixt his jaws, he inevitably spotted us.
Or rather, he spotted the half-elf, who for some reason jumped into a very visible tree.
Hard choices were required. We set fire to the tree, and set our wolves upon the troll. They battled bravely, and eventually succumbed. But the troll had finally begun to weaken!
Some argued caution. Others could do little but fall over their own feet and knock themselves out. I – brave, stout, and a mountain dwarf at heart despite my years of education – threw caution to the wind and lofted my battleaxe with a war cry. I severed the river troll’s leg, and down he went!
Gaia forgive me. I know river trolls are your creatures as much as I, but I must think of the poor people of Timberville, and I cannot deny the hot thrill of victory that warmed my bones as I brought my axe down upon its neck. I hacked and hacked, and eventually its ugly head was severed.
Weary and battleworn, we trudged back to claim our prize. One hundred gold coins did not stretch far, but the things we learned will last a lifetime.
To our brave wolves, Alpha and Dorothea. May Gaia flow through you, and may you have all the salmon of the afterlife.
Until next time,
Grizelda Stone
DM’s Field Notes | Session Photographs
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rookie-dm-disasters · 3 years
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Chapter 12: Return of an Old Friend
After the quest to Storm Hold, the party returns to the Dusty Dunes Tavern and Inn. Where they see Argibold sitting by the fire with a book and Dragovich sanding at the bar while unseen servants serve the few customers. Niama approached Argibold, assuming he would want a report from the field. When he noticed her approaching, he closed his book and placed it in the fold of his robes. He stood up and awaited what Niama had to say. “I’m assuming you want a report?” She said. Argibold nodded and said, “Indeed, but we have patrons at the moment. Let us discuss business in the basement.” Niama waved over the rest of the party to gather in the basement. Once they were at the bottom of the stairs, they could see Faelyn holding a spellbook in one hand and a staff in the other. He began an incantation hesitantly. His voice faltered here and there as his confidence in the spell wavered. Argibold looked at the party and said, “You all may want to stand back.” A swirl of red energy appeared around Faelyn and gathered at the tip of his staff. Upon the last syllable of the incantation, an explosion erupted from staff and forced Faelyn back fifteen feet and slammed into the wall. His robe began burning from the flame and he quickly stood and discarded it and began stamping out the flames. “Are you okay?” Asked Argibold. “I’ll live.” Said Faelyn. He picked up his staff where he had dropped it and began casting minor spells to repair his now ruined robe. “I told you not to attempt spells beyond your power.” Said Argibold. “I know. But how will I know if they are beyond my power if I never try?” “Well, for one, you won’t be afraid to attempt it. Remember, fear muddles the mind and makes you sloppy. If you are too afraid to attempt a spell, it will end in failure.” During the conversation, the party looked at Faelyn while he was mending his robe. They noted that his body was riddled with long healed scars. It looked like he was beaten mercilessly at some point in the past. They weren’t sure if they should leave it be or ask about them, but ultimately decided it would be rude to ask. Faelyn put back on his now repaired robe and Argibold ushered in the party. “Now then, you have a report for me?” The party began recounting the tale of their recent escapade. Their quest to retrieve the axe of dwarven lords, as well as aiding the wizard, Tenris, in his search for a cure to a new disease. When they told Argibold about gaining the favor of a genie and earning a wish, he stopped them. “You didn’t have a wish granted, did you?” He asked. “No.” Said Niama. “We were going to save it for an emergency.” “I wouldn’t recommend using that wish.” He said. “Ever.” “Why not?” Asked Niama. “Genies are notorious for hating owing favors to mortals. I can guarantee you he will turn the wish against you as revenge for putting him in a position where he feels he owes you. Don’t take the wish, find another way he can pay you back, or be very, very careful when you do make the wish.” The party made a note to remember that. They certainly didn’t want the genie to screw them over, but the allure of having a wish granted was too great. They decided to keep the wish banked for now until they could think of something better. At that time, Dragovich came down the stairs and produced three letters, handing them to Argibold. “I believe we have job requests.” Dragovich said with his tail wagging. “Thank you Dragovich, I appreciate you bringing these to me.” Said Argibold. Dragovich nodded and went back up the stairs. Argibold looked at the letters and the party could see that two of them were addressed to Misfitters Ltd. while the third was addressed to one Faelyn Darkeyes with no visible return address. The party read the job requests and saw that one request was submitted by a mine foreman who has had an issue with disappearing workers recently. Offering 500 gold to anyone who could find out why they are missing and where they are. The next request was from a local casino owner, requesting a delivery to be made to a far away town. Little details were given other than time being of the essence. This particular job paid 750. The party looked up to discuss which job they should take when they saw the look on Faelyn’s face while reading the letter addressed to him.  His eyes were wide and beads of sweat began to form on his brow. All the color drained from his face. Without a word, he turned and walked up the stairs, presumably to his room. “Should we see what that was about?” Asked Thorfreyer. “Probably. We can decide on a job later.” Said Pumpeck. They made their way up the stairs to check on Faelyn once they made it to the taproom of the tavern, the entrance door slammed open. Standing in the entrance was none other than the elf who had disappeared for days, Willow Sorber. They took note of his attire. Before, he wore all white leather with accents of green. Now he was adorned with black and red. He strode into the tavern and trailing behind him were five individuals. With him was a female human, a male gnome, a male tiefling, a female silver Dragonborn, and a female minotaur. Willow gestured to the party in the now empty tavern and said, “Hello, old friends. I’m sure you’ve been wondering where I have been all this time.” Niama started going upstairs and said “Nope.” Thorfreyer grabbed her wrist and told her to stay. “Just in case things go down.” Niama rolled her eyes. “Well,” Willow continued. “I have formed my own party of adventurers, allow me to introduce you.” He went down the line, introducing each member individually. The minotaur was named Freydin. She stood just a few inches taller than Thorfreyer and had two battle axes at her hips. She did not take her eyes off Thorfreyer. It was as if she was looking through him, analyzing every possible chink in his armor. Next, he introduced the human as Whiskey Firehands. Her hair was a short cut fire red and she bore symbols of the fire god on her robes. She had at her back a large two-handed maul. She looked at Rum and said, “A follower of Eldath? Weak.” He gestured to the Silver Dragnborn and introduced her as Shizu. She wore minimal armor and had a katana on her hip. Veldora felt a pang of rage seeing a silver Dragonborn. Seeing that it was them who destroyed his village. He tucked away the rage and held it for another day. For a better time. Next was he tiefling. His name was Chad Fireball. His skin was a deep crimson and his eyes were topaz. His white hair was spiked up and his horns looked like a ram. “Sup dudes.” He said. “Nice to meetcha. Name’s Chad.” He looked at Niama. “Yo, Fellow tiefling.” He made a finger gun gesture at her while producing a small flame at the tips of his fingers. Niama thought to herself, He will be the first to die. Last was the Gnome. He was covered in dark clothes and had two daggers on his hips, and they could only assume he had hidden more. He was introduced as Kepmup Amrap. He glared at them silently. “We,” Said Willow, Are the newest team for Misfitters Ltd. Before long, I’ll work you all out of the job and you’ll lose everything. Just like how you took everything from me.” He moved to walk back out the door and his team followed. “Now, if you’ll excuse me, we have a quest to do.” The only one that stayed behind was the minotaur, who was still fixated on Thorfreyer. Uncomfortable with the gazes, he approached her and stood mere inches from her face. “Are we going to have a problem?” He asked. In response, Freydin flashed a smile at him, gave a quick wink, and followed after her team. He wasn't sure what to make of what just happened, it seemed as if Willow was attempting to ground himself as their rival. None of them were interested in taking the bait, nor did they consider Willow a real threat. As far as they were concerned, he was a weakling. And with a weakling leader, that group wouldn't make it very far. They continued up the stairs and continued what they were doing. They had to see what was wrong with Faelyn.
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gleefully-macabre · 7 years
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I’m not actually sure where I’m going with this, if anywhere.
A Scanlan/Pike story where Vox Machina never met Pike, taking place after the Underdark.
1/?
“You’ve got to be kidding me,” Pike burst out when her great-great-grandfather announced he had contacted a distant relative to arrange a marriage for her.
“You’re of marrying age, young Pike,” Wilhand stated, his stout arms crossed.  “It’s your duty to carry on the Trickfoot line, for Her sake.” He gestured to the small prayer corner, and the statue of Sarenrae, their patron deity.
Pike wilted under his gentle chiding.  “I know, Pawpaw,” she conceded, then immediately brightened. “But all the gnome villages are so far away.  Wouldn’t it make more sense for us to travel there instead of him coming here?”
He chuckled and patted her head.  “Young Grog doesn’t bring you enough tales of his adventures, eh? Want to run off and have your own?”
Pike tried not to grimace at the condescending tone.  Wilhand was several hundred years old, and still saw Pike as a child.  “We could travel with Grog,” she offered. “No one would bother us with a goliath around.”
Wilhand’s smile grew sad, and then vanished entirely. “I know Westruun can be dull, but most of the family has already turned from Sarenrae’s path for us.  And you, Pike. You’re special.  For you to lose Her blessing would be…” His voice cracked and he pressed quavering lips together.
Guilt struck her like a blow.  The story of how Sarenrae changed the course of the Trickfoot family had been told and retold throughout her life.  Yet one by one, each of Wilhand’s children and grandchildren had gone back to the old ways of trickery and thieving.  Pike’s parents had turned to piracy shortly after her birth.  She still dreamed, sometimes, of joining a crew herself and perhaps finding them, even though she had no memory of their faces.  They were most likely dead anyhow. Gnomes did not last long on adventures.
She squeezed his hand. “Grog should be passing by soon,” she said. “Maybe… maybe he can deliver the letters for you?”
Wilhand smiled and pressed a kiss to her forehead. “You’re a good girl, Pike.”
She smiled weakly. If only that were true.
*   *   *
“I’m running out of rhymes,” Scanlan complained.  “Like, bike, tyke, that one Vax won’t let me say anymore.”
Vax grunted from the back of his sister’s pet bear.  He had emerged from the Underdark somewhat worse for wear, with half his foot destroyed. The healers in Emon were occupied in undoing Lady Kima’s paralysis. The state of a thief’s foot meant little compared to the life of a paladin.
It was Grog, of all people, who had the solution.  “Me buddy, Pike,” he’d shouted.  “She been healing things since we was li’l.  Probably grow the whole fuckin’ foot back.”
“Probably charge a fortune for it as well,” Vex muttered, thinking of the heavy purse of gold waiting for them in Kraghammer.
“Grog wouldn’t lie to us, would he?” Keyleth asked, not as quietly as she had intended.
“Not intentionally,” Percy answered.  “But I wouldn’t be surprised if this friend peddles false potions.”
“Then why did we come all this way?”
“No one had a better idea.”
Scanlan plucked absently at his lute while the kids bickered, but inspiration remained out of reach.  He had some idea of what this Pike chick looked like based on Grog’s infrequent stories of his childhood friend.  “She’s a monstah,” he would growl with pride.  Probably another goliath, Scanlan thought, fingers dancing across the strings.  Or an orc. Huge, scarred up from fighting. The only way to earn Grog’s respect was to kick his ass, and Pike was clearly Grog’s favorite person.  Scanlan sighed with much drama, his ennui ignored by the rest of the crew.  He had been bereft of female companionship since Kraghammer. That elf had been a monster in her own right; he was in the mood for something softer.
Maybe Westruun had a brothel.
As thought deliberately adding to the tragedy of Scanlan’s life, Grog led them passed the entrance to Westruun to the outskirts of town, near something called a Bramblewood.  Long practice of keeping up with taller people did not prevent him from falling somewhat behind, and he brought up the rear of the party when Grog motioned for them to stop.  Peering between legs, he caught a glimpse of a house far in the distance, mentally groaning at the thought of so many times more.  Instead of striding ahead, however, Grog leaned his head back and let out a battle roar.   Everyone grabbed for their weapons, Vax slipped from the bear’s back to snatch daggers from his belt, all looking around for whatever Grog spotted that they had missed.
The door to the distant house flew open, and a pale creature darted out, headed straight for them. Grog, his weapons untouched, ran forward with a cruel cackle.
Percy blinked, dumbfounded. “Do my glasses need adjustment or…?”
“No,” Vax replied, stunned.  “We see it, too.”
The house was not so far away as it seemed. Rather, it was small. And the small creature that ran from the building met Grog in the center of the field, leaping into the air and punching his fist in a display so pathetic, her fingers should have squeaked.
Keyleth gestured towards the duo.  “I was not expecting… anything like that.”
Scanlan, for once, had nothing to say.  Not a goliath or an orc or a particularly fearsome dwarf.  Grog’s friend Pike was a gnome.  A lovely, hopefully single female gnome.
He cast Prestidigitation on himself to banish the dust from the road and cursed his sturdy armor.  The burgundy leather was a flashier color than most people preferred, but he had nicer clothes tucked away in his pack. No time to get to them, or get changed. He’d go for Rakish Swashbuckler and hope for the best.
“You can call him ‘Percy”,” Grog said following Percy’s inevitably long introduction.  And, uh… who’d I miss?”
“You saved the best for last, of course,” Scanlan declared, parting the twins’ cloaks like a curtain and stepping into the center of the group before Pike’s startled blue eyes.  She was even prettier up close, he
decided with a thrill.  “Scanlan Shorthalt, the leader of this motley group.”  He bowed with a flourish, stepping closer as he straightened, and slipped his hand under hers. “We’ve heard much of your might,” he said, leaning close and allowing his voice to drop to a honeyed murmur. “But not nearly enough of your beauty.”
“Oh,” she breathed, her eyes wide.  Scanlan was just about to discard subtlety altogether and steal a kiss from those perfect pink lips, but a hand pulled him off his feet by the back of his shirt.
“This ain’t no Lady Favors House,” Grog hissed.  Not in anger, but in explanation, as though trying to stop Scanlan from embarrassing himself. Hah, fat chance.
“I was just being polite,” Scanlan lied.
“You really travel with them?” Pike asked, fascination written clearly across her face.
Scanlan struck a pose, ignoring the fact that Grog still held him aloft. “Why, dear, in my time, I’ve traveled all across Tal’dorei and beyond. I’d be happy to tell you of my travels, perhaps over dinner?”
“As fun as it is watching Scanlan get shot down, I think gangrene has set in.”  Vax held onto his sister while he pulled off his boot, much to her disgust.
“Ugh, brother! Your feet smell terrible.”
“If someone would heal me, it might not smell so bad.”
“Oh, dear!” Pike rushed over to examine the remains of his foot.  Scanlan shot Vax a glare for stealing her attention away. “You’d better come inside.  I might need to pray over this for a while.”
To everyone’s surprise, they all fit in the tiny house.  Grog, ducked in and settled near the fireplace as though he had done so every day of his life. Which, Scanlan realized belatedly, he likely had.
Pike settled Vax on a chair near a small alter in the corner. “Pawpaw’s at the market right now, but does anybody want some tea?  I mean, I can’t actually make tea very well…”
“Foot please,” Vax demanded, sounding very similar to Trinket when he was begging at the table.
Abandoning her uncertain hostess duties, Pike knelt over Vax’s partial foot, took the pendant hanging around her neck into her hands and closed her eyes in prayer.  Scanlan took the opportunity to admire her profile.
To everyone’s shock, after only a few minutes had passed, a bright glow sifted through her fingers.  Pike pressed the symbol to his stump with one hand and held his heel with the other hand when he tried to pull away. A few more minutes passed in silence aside from Vax’s panicked yelps, then the glow faded. Pike sighed in satisfaction and opened her eyes to examine the newly grown foot.
Vex blinked at her twin’s limb. “Wow.”
"Indeed," Percy echoed in an awed tone.  "Well done."
Scanlan said nothing, a thousand verses suddenly running through his mind.  In Pike, he had found something far better than a fling.  
He found a muse.
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ciathyzareposts · 4 years
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Challenge of the Five Realms: Summary and Rating
Notice how the box has little scenes from each of the five realms.
             Challenge of the Five Realms: Spellbound in the World of Nhagardia
United States MicroProse (developer and publisher, under its Microplay label)
Released 1992 for DOS
Date Started: 2 November 2019
Date Ended: 31 December 2019
Total Hours: 35
Difficulty: Easy-Moderate (2.5/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Summary:
Challenge of the Five Realms is a plot-heavy axonometric title set on the flat world of Nhagardia. A prince must race against a creeping darkness to retrieve the five crowns of Nhagardia’s five kingdoms (human, gnome, elf, fish-man, and effete flying man), whose leaders have been killed by the mysterious, demonic Grimnoth. The game is as full-featured as anything in 1992, with animated cut scenes and voiced digital dialogue at the beginning and end. There are hundreds of NPCs, dozens of side quests, and a book’s worth of dialogue. Many of the NPCs may join the party, which maxes at 10. The tactical combat system works relatively well. But the game lacks in other key role-playing areas, particularly character development. *****
Challenge of the Five Realms is easily the best game from the team that previously created the Paragon Software adaptations of Games Designers’ Workshop (GDW) titles, including the two MegaTraveller games, Space 1889, and Twilight: 2000. This suggests that either the GDW games were fertile practice ground or the development team did better without GDW fetters, or perhaps both.
However, Challenge is far from a perfect title, and at least one of its weaknesses was seen likewise in the GDW adaptations: almost no character development. Characters enter the party as full adults with long careers behind them. You may choose, keep, or reject them because of their attributes and skills, but you don’t expect those attributes and skills to get better during the game–at least not in any consistent, understandable way. Some skills increase not at all, a few increase by 3 or 4 points, and a couple increase by 50 points. That’s a Paragon game if I ever heard one.
It’s too bad because the game is quite strong on other RPG mechanics, including combat and side quests, but Challenge really drives home how an RPG player like me only cares about those things in the context of character development. Take away the reward, and I don’t really care if the old woman gets her wedding ring back or not. The economy and inventory systems are likewise a bit of a mess, meaning that not even they compensate for a lack of intrinsic character development.
There are a few other flaws that don’t entirely cripple the game but come close. The time limit is employed badly. The limit itself is fairly generous, and it’s hard to imagine a moderately conscientious player running afoul of it. The problem is that the “creeping darkness” slowly eats the map from the bottom up, so that your time constraints are a lot more urgent for the locations in the south The various towns and castles in Nhagardia are all interesting in appearance and character, and it’s a shame to have to rush through them. It’s equally a shame to reduce replayability by forcing the player to prioritize the southern locations; without the “creeping darkness,” the game would be satisfyingly non-linear.            
What happens if you miss the time limit.
            I have a feeling that this is going to GIMLET in the extremes, with several high scores and several low scores.
1. Game World. The setting, backstory, and plot are all strong. I like the way that each kingdom has its own character, and the people have their own values. In the human kingdom, each town and castle has its own story to impart. I love the slow reveal of the depth of Clesodor’s evil. The twists at the end didn’t do as much for me, but at least they brought the whole thing to a proper conclusion. Someone really wrote this one. Score: 7.                 
Grimnoth lays out the charges against my father. All of this was unknown at the beginning of the game.
             2. Character Creation and Development. If the old Paragon develops should have kept anything from their GDW experience, it was the Traveller-style character creation process that puts the character through a wringer of training and experience before shoving him out the door and into your party. Instead, the authors opted for an Ultima IV-style process of answering role-playing questions to determine the main character’s starting skills and attributes. Other characters come as they are.
Unfortunately, where the creators’ GDW experience comes through the most is in the lack of character development. No explanation is given for why some skills (“Learn Spells,” “Bargaining”) increase steadily with use while others (including all the combat skills) don’t increase at all. It is a depressing oversight that nearly strips the game of its RPG credentials entirely. Score: 2.             
Chesotor ended the game hardly better than where he started.
          3. NPCs. Challenge undoubtedly offers more NPC speech than any previous game. It isn’t quite “dialogue,” though. Except for a small number of yes/no responses, the game speaks for the characters, and thus the NPCs’ speeches are more like information dumps than anything approaching “role-playing.” Beyond that, the attention to NPC characterization is excellent, as is the general quality of the text.
Even more fun is the sheer number of NPCs who will join your quest. You have a generous party size (10) and at least three times that number of potential members, including the novel idea of “grouped” party members. For the first time that I remember in RPG history, your NPC companion have bits of banter as you enter areas, talk to other NPCs, and solve quests. My only complaint is that dismissed companions utterly disappear from the game instead of going back to where you acquired them (or to a central location). Score: 6.          
The NPCs in this game were interesting, but man did they have a lot to say.
         4. Encounters and Foes. Weak again. Almost all of the combat foes are people, with very little to distinguish them or to change player tactics. There are no puzzles beyond simple inventory puzzles. However, the game does excel in what I call “contextual encounters.” Nhagardia is not a land swarming with monsters that you must mindlessly kill; every combat is set in a context, usually with some preceding dialogue, so you always know who you’re fighting and why. Score: 3.
5. Magic and Combat. Ironically, the old Paragon team finally fielded a decent combat system in a game that only has about a dozen battles. It’s hard to characterize the exact nature of the system. It looks somewhat like “real-time with pause” except that it only appears “real-time” and there are actually turns at fixed intervals behind the scenes. Either way, whether the player micromanages the combat by issuing new orders every round or just relies on “quick combat,” the mechanics and tactics are generally satisfying.
Spells are another matter. The spell system is primarily used for puzzle-solving (woe is the character who lacks “Truth,” in particular) and travel. Combat spells are a bit under-developed. There are no area-effect spells and only a couple of buffing spells. Magic depletes so quickly that you can only cast a few spells in any given combat anyway, which makes it jarring to have so many endgame enemies that don’t respond to physical weapons. Again, the developers’ lack of experience (none of the GDW properties were fantasy RPGs) shows here. Score: 4.            
Fighting some peregrines.
         6. Equipment. Another weak area. The game has slots for a lot of different equipment types, but I only ever found a few rings, one item of headwear, and a couple of pairs of boots. There are maybe three magic items to find during your adventures, but beyond that the roster of weapons and armor is no different than the starting store in a typical D&D-derived game. Score: 2.
7. Economy. The economy is so favorable to the player that I think it might be bugged. From the moment the game began, I spent blithely whenever anyone asked for money, and I never seemed to lack any. Of course, there isn’t a lot to spend money on. All shops of the same type sell the same things, and you can get most of your equipment in the starting castle. Score: 2.
8. Quests. If you can say one thing for the Paragon team, they’re one of the only groups of developers in this period that truly understands “side quests.” Every map area has a bunch of Joe Commoners with their own problems that they’re hoping that the characters will solve. These side quests are rewarded with gold, spell reagents, equipment, and the availability of new NPCs. Some of the quests even have multiple options for ending them, usually favoring one town faction over another.
Meanwhile, the main quest and its various stages are equally compelling. An open question is whether it would be possible to complete the game by murdering each king for his crown. Score: 6.
9. Graphics, Sound, and Interface. The graphics are very good for the era, and I particularly like the title cards that precede each map. Sound effects, on the other hand, are a bit too sparse. There are no background sounds, and only the occasional effect during combat.
The interface is horrid. Keyboard backups for the most common commands don’t help much when you have to move exclusively with the mouse. The process of hailing and talking to NPCs is needlessly complex and inconsistent. After 35 hours, I still can’t give a good account of it. Sometimes, you have to both “Hail” and “Speak” and other times you just seem to have to walk near an NPC to get him to start talking. Sometimes, the speech cursor remains active and you can keep clicking on other NPCs, and sometimes you have to start over. Sometimes dialogue exits on its own and sometimes there seems to be no way to exit. Once or twice, I literally had to reload the game.           
The multiple inventory screens added needless complexity to what should have been a simple process.
          The inventory interface is also needlessly cumbersome. The idea of a single chest shared by all characters is great. Beyond that, each character simply needed an individual “wearable” inventory. Instead, each character has his own pouch, backpack, and non-specific “inventory” space in addition to the wearable inventory and collective chest. Also, the process of removing and replacing things in the chest could have been quicker. The interface issues were so consistently annoying that they weaken the entire category score despite the good graphics. Score: 2.
10. Gameplay. As previously discussed, the game would be wonderfully non-linear if the team hadn’t forced the player to prioritize the southern locations. Even with that weakness, there’s still a lot of non-linearity to the game, which enhances its replayability. The length and challenge are about right. We thus finish on a strong category with only minor complaints. Score: 7.
The final score thus adds up to 41, well above the “recommended” threshold. I thought it would out-perform all of the Paragon games, but it turns out I gave the same score to MegaTraveller 2, which had many of the same strengths and weaknesses.
I don’t know what was happening at Computer Gaming World in the fall of 1993, but the lukewarm review (by Gordon Goble, who I’ve never seen before) is the worst one that I’ve seen in the magazine since its first few issues. It’s like it didn’t even pass the eyes of an editor. (Among other things, Goble makes reference to “Darth Vadar.”) It’s full of pretentiousness, non-sequiturs, dumb jokes, senseless allusions, and tired cliches. He spends several paragraphs complaining that he attacked some random NPC, and that NPC turned out to be harder to defeat than would make sense. His concluding paragraph references “inadequate beta testing” and “a certain awkwardness to gameplay” that aren’t justified by any of his previous text. Gods know what editor was asleep at the wheel for this one, but I certainly hope this is the last we’ll see of this writer.
There must have been something in the water that month, because Dragon magazine’s three-star pan is equally baffling in different ways. The author’s enjoyment is far too influenced by what he or she sees as plot holes (“Why the evil fellow simply can’t take the crown after he kills the king makes no sense”), as if any fantasy RPG of the period holds up to the most cursory plot scrutiny.
As we previously covered, Challenge was the first RPG from the old Paragon Software team after the company was acquired my MicroProse. The team included Marc Miller, F. J. Lennon, Paul M. Conklin, and Quinno Martin. For some members, this was their last RPG. Others contributed to MicroProse’s BloodNet (1993), which uses a similar interface, before leaving MicroProse for Take-Two Interactive. BloodNet will be our last MicroProse title and the last of the Paragon legacy. Hopefully, by then I’ll have been able to get in touch with one of the team’s principal developers and get some insight as to why this series, though innovative, always slightly missed the mark.
source http://reposts.ciathyza.com/challenge-of-the-five-realms-summary-and-rating/
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rosiethebarbarian · 6 years
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Year 366. The shores of Hillriver and the journey to the city of Highwater. Fourth entry. Part One.
{Author’s Note: I fucked up and mixed up verb tenses at the start of this. Will go back and fix it when I’m less knackered.}
I can’t remember if we’ve been walking for nine or ten days from Sledgefield to the shores of Hillriver. There’s a group of us who’ve been walking in the wilderness. There’s the elf, Ereven, who wields a bow. Then there are the two humans. One’s a mage, called Liayra, and the other is a tattooed pirate we call Agosto. There’s the cleric, an old bearded dwarf called Hildur who stinks of ale and wine. I met those four in Sledgefield, and they were with me when we met Robert Orn, who tasked us with a job down south at the ruined pirate town Highwater. One the road we were joined by a gnomish wizard called Stret, or Strep, or Sleps, I can never remember his name. He’s only been with us a short while. And then yesterday we ran another gnome who is called Jee Tung, and that brute of his who follows him around. They say that he’s a bodyguard, but he’s always drunk, and not doing much guarding.
I don’t really know why we accepted to bring along Jee Tung and his wastrel of a bodyguard, but it seems to have been Ereven’s idea, that idiot. At least Ereven and the others, Agosto, Hildur, even the mage Liayra all pull their weight in battle. Two gnomes and a brute just spell trouble, and too large a crowd will attract bandits, or worse. We already had a run-in yesterday with a bunch of assholes, though I did pick up a nice scimitar from one of the corpses for our trouble.
And now, where are we? On the cool shores of Hillriver. We’ve been following the shore for a long while, and tonight we made camp on the bank itself, in full view of the glow of Highwater across the river. There are ships in the water, at least six in total, and we can even see the castle towers, or what’s left of them, even in the dusk light. Agosto earlier as Ereven was making a fire told us about the schooners and sloops out there. One ship had a flag he recognized, even at this distance. It was the flag of a ship called the Painted Doom, under command of the dread Captain XiaChi’el. Agosto had a grim face as he shared that detail with us. Unfinished business, is my best guess.
We fell asleep, forgetting to set a watch rotation, but it ended up not mattering. The night was uneventful. I slept with my back against an old rock, my legs along the cool sand. It wasn’t particularly comfortable, but I rolled my pack in my cloak as a pillow behind my head, and it helped avoid too much soreness in the morning.
In the morning two things of note happened. Jee Tung irritably remarked that the gnome mage Slips had vanished with the night (typical—I double-checked my coin purse just in case, though nothing was missing). The second thing is that Liayra was looking at us with a serious guilty face, and admitted that during the night she awoke to see a small rowboat cross the river, carrying people across Hillriver and away from the pirate hub of Highwater. I was pretty furious but kept my mouth shut. She should have woken the group up, but instead she went off on her own to talk to the smuggler and the people! By herself! Far enough away from the rest of us that none of us woke up! Seriously irresponsible behaviour. Shit like that, well, it’s going to get her killed.
We packed up camp off the shores of Hillriver. We’re heading west for a bit, towards a place called Floodtown. We need to find a way across the river out of sight from the pirates. Which means a lot more walking. A lot.
Our day of walking was cut short. Hidden in a copse of trees just on the shoreline was a tiny cabin, perfectly nestled between birch trees. We approached it in silence, and I went ahead to get a look through one of the windows. Through the shutters an old man was sleeping, the fire in the hearth had burned down. Agosto and Ereven checked the shore, where there was a camouflaged dock and a rowboat we would all fit on. Across the shore and behind us to the east we could just make out the smoke rising above the silhouette of Highwater. This was as good a place to cross the river as any, I thought. Ereven examined the boat. It was sturdy enough even to hold myself and the brute accompanying Jee Tung. I proposed we stole the boat, though I was ignored. Ereven went to the front door and knocked. The old man came out swinging an ancient, cracked club, but he paused when he saw Liayra. “Oh, it’s the creepy lady and her friends,” the old man grumbled. I had to stop myself from laughing out loud.
We talked a bit, and turns out this old man is a smuggler. He agreed to carry us over the river after nightfall, but only for the price of 6 gold. We decided to each donate some gold to the crossing, but Jee Tung got agitated, and told us that their deal was “if we could bring them to Highwater, they would take care of getting us into the castle” — paying river tolls wasn’t in Jee Tung’s interest. We agreed to pay his share of the toll. We talked with the old smuggler as we waited for the day to pass. We were all a little wired, I think, watching the sun move through the sky.
The smuggler had a wealth of information. There are five major factions in Highwater. Agosto was right about the Painted Doom under control of XiaChi’el. Then there is Iron Eye Mark, of the Grey Devils, who currently occupy what is left of Highwater Castle. There’s also Brav’ the Singer, of his ship the Fair Lady. And there’s the pirate captain Richard Black Bow of the Black Arrow. And the fifth leader is a human called Braxton, the former captain of the city guard who is running a resistance in Highwater out of the South Gate, where out of his old barracks he protects many of the besieged innocents of the town.
I asked the smuggler about the castle in particular, and he confirmed the rumours that led us here, that strange womanly sounds have been heard from inside the castle. But the smuggler says the sounds are unnatural, and he doesn’t believe anything lives in that castle.
“So the castle is overrun with undead?” I asked him.
“I never said undead,” the smuggler snapped at me.
We inquired about the status of Willow Pike, the woman Robert Orn tasked us with finding back in Sledgefield.
“She’s dead.” The smuggler told us in a low, gravelly voice. He believed it.
“So why do y’all need to get to Highwater, anyways?” The smuggler asked us.
Unfortunately, Liara spoke up first. “We received a message from my aunt Betty,” she lied through her teeth, which surprised me, because I honestly didn’t know if Liara was even capable of telling a lie, “And we have to go and get her out of the city before it’s too late.”
Astoundingly, the smuggler accepted the story readily enough. Liara, however, looked paler than usual, and was babbling now about her made-up aunt Betty. Thankfully, the smuggler didn’t seem to be put off by her babbling, nor did he find it suspicious.
We were all pretty standoffish with each other until we waited for nightfall. The smuggler didn’t much trust us, we didn’t have much to say to each other, and that Jee Tung guy with his bodyguard was annoyed with all of us.
I had to sit in the middle of the rowboat, and the rest of the group got in after me, our equipment and the boat rocking making noise, but soon we were on the move, and the smuggler demanded we remain silent during the crossing.
“Not a noise, not even a whisper,” he hissed at us, as he pushed the boat from the dock, and it was the last word spoken until we reached the other side of the river, in the dead of night. It was late enough that even the insects were silent.
“Head east from here,” spoke the smuggler, as we disembarked and stepped on the muddy shores, some distance away from the town. “You’ll hit the outer city wall of Highwater. Or what’s left of it. The city is shaped like a half circle. If you’re looking for the Southern Gate, you’ll have to follow the ruins of the wall southeast until you reach it.”
The smuggler was already in the boat, turning it around, when he called back one last piece of advice: “One more thing. Don’t walk the streets of Highwater at night.”
Once the smuggler was gone, Jee Tung turned to face the rest of us. “We’re not far from the city now. We’re parting ways here, but we’ll meet back in the city today, at high noon, right in front of the castle.”
Ereven frowned at this. “Are you sure?”
“Yes,” Jee Tung replied hastily, “We have to meet our friends and take care of a few things before we can get you into the castle. But here,” he pulled a small scroll rolled shut with a black wax seal from his sleeve, “Show this to anyone who gives you trouble on the streets in Highwater. This should get you safe passage.”
“Thank you,” I told him seriously, “High noon, in front of the castle gates. We’ll be there.”
Jee Tung nodded, and then him and his large bodyguard vanished into the night.
“There are still a few hours until morning.” Ereven spoke after our company grew a little smaller.
“This shore is as good a place as any to wait until dawn, and then we can make our way into the city,” I said.
“Especially since the smuggler agreed that the city was dangerous at night,” Agosto agreed.
Liara was also in agreement.
Dawn came swiftly. We resumed our journey, and as the forests and thicket cleared away into barren fields and the full desolation of Highwater revealed itself as total and catastrophic. The city walls were in complete ruins. Smoke rose in ominous black columns from various districts of the city, which was located on something of a small mountain, the ruins of Highwater castle perched at the very top. It looked like two of the castle towers had crumbled completely, and the other two towers remained more or less intact, but still ruinous. A single church steeple could be seen from the rooftops. As the company approached the city walls, an odour of excrement and fermentation and alcohol became stronger and stronger. Though there was no gate or entrance into the city, the wall surrounding it was ruined enough that we decided to simply walk straight in and begin exploring the city immediately.
Drunkards were on the street, and trash was strewn everywhere. Houses had broken windows and doors, and had been emptied out, gutted. As we crossed over the ruins of the city walls, a small group of drunkards assembled tried to interrupt us.
“Halt—hic!—stop! All travellers—hic!—must pay a toll—hic!—to enter Highwatertown!” The drunkard hiccuped, but there were enough of them that even drunk, they could be obnoxious.
I moved past the rest of our group, and stood in front of the drunkard who had addressed us.
“I don’t think we’ll be paying you anything,” I explained.
A large man—Olaf, some called his name—came to the front, pushing past his drunken friends to stand in front of me.
“Yeah! Well, if you win a wrestling match—hic!—with Olaf here, we’ll let you in without paying. Hic!”
I think I may have visibly rolled my eyes. Sure, Olaf was pretty big for a human male. But I was bigger.
Needless to say, we entered the city without paying a single copper.
We were slowly making our way across town, following the winding streets, when we interrupted (somewhat by accident) a mugging taking place. Liara really wanted to intervene, so we did, and the man we saved was quite old, and his name was Johan. As Liara gave him a blanket (he was apparently cold) to wrap himself in, he told us that he was quite rich, but the vandals had taken his house away from him, and he was looking for a bunch of strong folk to come help him take his house and fortune back.
Liara wanted to help him, but Ereven and I reminded her that we had other objectives here in Highwater other than helping every sorry sod we came across, and we offered Johan an escort to Braxton at the South Gate. Johan was quick to accept our offer.
We arrived at the Barracks, where soldiers were still wearing the colours of House Pike, the former rulers of this city.
Fuck, there was a lot of poverty and destitution in the south of the city. Here you could really see how many people had been displaced by the pirates and the mercenaries. The city was being indeed occupied, but not by a single army.
When we finally found Braxton, he was with some of his guard captains in the barracks, discussing supplies. He was quite uninterested in speaking to us until he realised who had sent us.
Braxton was suddenly animated. “Is he coming? Is he here? Is he coming to liberate the city?”
We explained to him the mission we’d been given by Robert of Orn to find Willow Pike, based on the rumours that he’d heard that people thought she was still in the castle. He visibly deflated, and looked morose. “There’s nothing to substantiate those rumours. Willow Pike is dead. And whatever they’re saying in the castle, well, that’s being occupied by Iron Eye Mark now and his mercenaries. There’s nothing in that castle.”
I felt bad about how discouraged he sounded once he realised we weren’t bringing the news he so desperately needed, so I asked him if there was any message we could carry back to Robert once our task here in Highwater was done. I was thinking we may not see the former Captain of the City Guard again. He told us to tell Robert that he needed 500 soldiers to take back the city and liberate it from the pirates here. And he told us about a man called Tythos Telthagar, a nobleman who had been charged with the security of the city for the Pikes, but he had fled the city to the West. Though he had blocked all the waterways to the outside world. In essence, the pirates were trapped here in this city with no escape, and no new pirates or mercenaries were coming from the water. The only problem is all the innocent people who were trapped here in the city with them, and the countryside was no more safer for the common folk, though people were fleeing more and more every day.
Braxton took his leave of us, and I told Ereven and Agosto and Liara that didn’t have much time before high noon, where we were going to meet Jee Tung in front of the castle, so we departed for the north, and rushed to make it on time. We had to confirm that Willow Pike was dead or find her alive. Nothing less would do for the task that grump Robert of Orn had given us.
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xenodross · 6 years
Text
The 19th Day - After Lunch
A moment of respite after our frenetic encounter with the repugnant rats beneath the Traveler’s repose.
I’m jotting these words as some bandages are administered to Master Bellamy and Mistress Tambledorne. I must record my findings while they are still fresh!
An unexpected use for the Energy Extraction cantrip -- if I refocus the timbre of the resonance it can be used for recuperative effects as I theorized! Mr. Bellamy seems to be suffering from no unexpected or deleterious effects and his wounds reacted similarly to my application of energy as they would to other ‘divine’ spells I’ve observed. The fools, they thought I had gone too far - but I have only tiptoed beyond a glorious threshold - who knows what discoveries wait beyond?
A debate is being held about our next steps. The infestation of rats in the inn’s fetid basement seems to have sprung from an tunnel leading beyond the environs. There is some interest in plunging further in - but also a certain vague sense of duty to report our success to our temporary employer and his brutish wife above. I will remain removed from the dialogue for now until such time as my knowledge can lend best aid.
I am still astonished at this new application of my theorem that I have discovered. Years at the Veneficium, and now only a few hours as a member of this adventurer’s consortium and I have stumbled upon this breakthrough. I see now the wisdom that can be found in the necessities of the field, that would never be revealed in the dusty halls of my beloved libraries. Could further exploits lead to even grander discoveries? This is something I must consider carefully.
An adventurer’s consortium! How strange and droll to write these words! And what an odd consortium it is...
We met by chance in the town square, our various needs leading us all at once to the town Notice Board, where opportunities to seek and offer employment are hung. Master Binderwall was perhaps glib to pronounce it ‘Destiny’ - but perhaps not. For each of us, travelers in this town to arrive at the same point in space, at the same moment in time - all seeking the same sort of aid does suggest some sort of cosmic synchronicity that may govern or nudge the events of this plane. I would not lay it at the feet of a so-called deity for obvious reasons, but still -- curious.
The five of us, meeting in the square of Greenest - all in need of strength and skill beyond our own.
At my suggestions we retired to the common room of the Green Rest (weary sigh) and I spent some of my fading resources on tea and biscuits for the table. I must be honest - it was not destiny or fate that moved me at this time, but the prosaic need for coin. Master Binderwall carries a right heavy purse and it was to him I was most oriented.
A strange gnome, I’d hazard a guess even among his kind. He speaks in strange half-sentences and grand pronouncements. (Or perhaps he is unfamiliar with Common, I have just realized! I must make time to speak with him and help expand his vocabulary and usage.) He spoke of some grand task, but gave little detail other than he was eager to aid the rest of us with our own projects. After some probing, he did allude to some sort of employer or organization beyond him providing resources - this will bear careful attention.
Pledged to the gnome’s service - at least for the moment, Master Bellamy. A large man with a sword. I do not like him.
The strangest one at our table without a doubt was Mistress Mouse. (no family name! Uncertain whether she is concealing it or perhaps never had one!) An orc-touched wearing armor of ancient design. She comes from the Wood of Sharp Teeth to the north, but I am completely puzzled as to how she learned her martial skill or really what antecedent events could have produced such a strange figure. It is though she wandered in from another world entirely. Vicious and effective with her axes though, as the now deceased rats that surround me can attest.
Mistress Tambledorne is a bard, with a quick wit and a knack for gathering intelligence from unlikely sources. She displayed some surprisingly efficient magical effects during our battle, perhaps I must revise my alma mater’s commonly held opinion about these spellworkers. (But why the singing - what does the ukelele have to do with it? So...redundant.)
Not the most impressive group, to be certain - but I can intuit no ill intent from any of them. Except perhaps that tea-kettle Bellamy. I drew up a simple Vagabond Contract on a free page in this journal and we all signed in good faith. I worry that perhaps I was too fervent in the clarity I expressed about my availability and interest in the consortium -- in that it is extremely limited. Tomorrow we will follow the trade road to the west, from whence my delivery was supposed to arrive and hopefully retrieve it and learn the fate of Camden and the other merchants.
But today it was decided that we should seek more information about the bard, Loesin - the quarry of the majority of our group. For some reason that was never fully explained to me, taking this small odd-job of clearing the rats in the basement of this inn would help us with that task? It was unclear, but without a better suggestion I found myself stepping down into the acrid, fecal matter festooned basement of this place. Only my delight at arcane research has been able to help me keep my stomach settled.
Ah - I see Master Binderwall beckoning me over. My knowledge and wisdom is required, as I expected.
More later - Scholar of Tomorrow!
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