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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jan 2014

    Default Perilous Reclamation 2 (IC)

    This is the IC thread for continuing the game Perilous Reclamation. The old IC thread can be found here.

    The OOC thread can be found here.

    Landing (Pop: 2000)


    As the boat sweeps into the harbor, passing under the imposing tower on top of the point, you can see the freshly built docks ahead of you. Wooden pilings are still being replaced by stone and the town itself is still mostly ramshackle wooden buildings but there is a feeling of industry and prosperity. The scent of fish mingles with unfamiliar spices and the sounds of the busy market reach you as stallholders hawk their wares.

    The wooden walls around the Old Town still stand and have been extended upwards, but the main defenses are now a set of grand stone walls surrounding the New Town, an area four times as large. Atop the walls you see platforms and mounted on them unfamiliar weapons made of metal, for all that Landing has never seen war it is clearly prepared should that moment come.

    As you disembark, you push through the throng towards a large building that is currently being rebuilt in stone. A large anchor hanging over the door advertises the inn and you gratefully step inside into a common room packed with people of every race you ever heard of, and probably some more as well. A pair of large half orcs stand by the door and a large staff is constantly running around keeping tankards filled and serving bowls of stew to those looking for something more solid to fill their stomachs.

    Once you've eaten and drunk you head out to the walls and are able to climb one and look out over the lands of Pyreal beyond. You see a vast open plains land, which is starting to be covered in a patchwork of fields and farmhouses.


    Stoneforge (Pop: 500)

    There is a well-worn road forming across the plains, passing under the shadow of a massive tower and then winding through hills that have been cut to allow easier passage.

    The road itself is mostly a dirt track but has been repaired and improved in places to help with the large quanties of stone and metal goods being shipped to Landing.

    As you approach the site of Stoneforge you can see the quarries working into the cliff on both sides of the village. The village itself is nestled against the base of the cliff and surrounded by a solid stone wall. Atop the wall is a smaller area also surrounded by a wall and with a watch tower that must provides a wide view across the plains.

    The main feature that draws the eye though as you approach is the large Temple standing in the heart of the settlement. Crafted from stone and elegantly carved it is a visible symbol of the way the dwarves of Pyreal have once more embraced the faith that they nearly abandoned.

    As you approach you can see that not just Dwarves but Humans and many other races are all entering and exiting the temple, some on business, some just curious, and others coming for counsel or to make offerings to the gods.


    Durnstand (Pop: 300)

    The roads to Durnstand are less well formed than that between Landing and Stoneforge. There is less travel in both directions and the lumber and other goods that Durnstand produces are mostly sent down the river rather than over land.

    The settlement itself is not thriving in the same way as the other two, there is an air of dirt and depression and you notice the large numbers of orphans and widows thronging the streets and being supported by charity. Clearly working the forests near here is dangerous, unusually so, and you don't need to talk to many people to discover that even large groups working in the forest regularly disappear without trace.


    The Shallows (Pop: Unknown)

    Beyond Stoneforge a new road has formed, steadily being paved by the dwarves who travel it regularly. The road cuts through the wooded hills around Stoneforge towards the mountains and then stops outside the vast mine complex that the dwarves have claimed and are now working.

    Inside the mine the sound of hammers and mining ring constantly as the dwarves ring metal ores from the rock and perform basic working and refining on them before sending them on to Stoneforge to be finished.

    For those brave souls who dive down further into the mine the mysterious settlement that the Deep Gnome Svirfneblin call The Shallows can be found. Very few visitors are allowed inside their tunnels but they trade Mithral and gems to the dwarves in exchange for food and other surface supplies and so far the arrangement has been mutually beneficial.


    Luckfalls (Pop: 100)

    The most recent settlement, founded by the gnome Franklin aided by his companions, is set inside the 300' cliff leading up to the vast Plateau at the head of the river Waterbrook.

    The river plunges down a vast shaft and then tunnels through caves until it emerges into the sunlight at the base of the cliff. The settlement itself occupies the caves around the river and then spirals around the vast central shaft with the waterfall plunging down the center. The conditions tend towards dark and damp but use of continual flame torches and clever stone working have made comfortable accommodations available for most visitors.

    Luckfalls is mostly supported by trading with the native Sentisaurs upon the plateau and by hunting both on top of the plateau and on the plains beneath. Brave individuals are also starting to work on domesticating some breeds of the enormous dinosaurs living on top of the plateau. The prospect of something of that power being used to haul trade goods, work fields, or march to war has breeders and trainers flocking to the fledgling town although the beasts are proving tricky to train.
    Last edited by ZarchAlDain; 2014-11-06 at 08:55 AM.
    Currently running Perilous Reclamation:

    Recruitment Thread: here
    IC Thread: here
    OOC Thread: here

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Jan 2014

    Default Re: Perilous Reclamation 2 (IC)

    These maps have not yet been updated with changes over the past two years of IC time.

    A Map of Landing
    Spoiler
    Show

    Click for larger


    Map Key:
    1. Docks
    2. The Anchor
    3. Graceling's Compound
    4. Roschdale's Compound
    5. Trevail's Compound
    6. Ironbeard's Compound
    7. The Market
    8. The Wolf's Head
    9. Milestone's Shop



    A Map of Pyreal as explored so far
    Spoiler
    Show


    Click for larger



    Scale: Each Hex is 25 miles

    Locations of Interest:
    0905: Pixies!
    0906: Silvercrown Hill (All the woods around 0906 are called the Twilight Woods)
    0805: Sunken City
    0806: (North) Landing
    0806: (South) Durn's Stand
    0806: (Southwest of town) A strange sealed tower
    0608: The "Lost World" Plateau
    0706: Cave with DDoD, Stoneforge & Quarry
    0705: Giant Ant's Nest
    0606: On the border with 0706 - The Mine
    0506: Possible site of a manticore nest
    0406/0407/0306: A massive roughly circular lake with a single enormous mountain in the center



    The Village of Stoneforge
    Spoiler
    Show




    Thanks to Talvara for drawing this map as his character had been involved in the design of the settlement.



    The Village of Durnstand
    Spoiler
    Show




    Last edited by ZarchAlDain; 2015-01-27 at 06:33 PM.
    Currently running Perilous Reclamation:

    Recruitment Thread: here
    IC Thread: here
    OOC Thread: here

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jan 2014

    Default Re: Perilous Reclamation 2 (IC)

    Timeline


    The timeline from PR1 can be found here.

    253 AP Novemeber - Temple Complete

    Thoriks grand project is finally completed, with a temple to the Dwarven Pantheon standing proudly in Stoneforge. Shortly before the opening a dwarf he recognizes arrives, a fellow student of his old mentor. He carries a letter saying how proud the mentor is of what Thorik is doing but saying that he is unwell and both too old and too set in his ways to face such a long journey over water. Instead he has asked Brother Heltar to come and to help Thorik in his grand undertaking.

    Brother Heltar proves to be a devout and humble dwarf, with a vast knowledge of both the dwarven pantheon and others having spent many decades hunting down lost lore. He is an able administrator, although his sermons tend more towards instructional lectures than anything that carries true passion or devotion.

    254 AP January - Luckfalls construction begins

    Many of the workers from the temple are hired to work on Luckfalls, the new settlement. They start by working on making the caves inhabitable and then work on carving out a vast spiral causeway around the shaft.

    254 AP August - Luckfalls construction complete

    The new settlement is essentially complete, although more rooms are constantly being added as required for expansion. The causeway allows travel from the plateau to the floor and cautious trade with the natives is bringing a wide range of new and exotic produce to the markets of Landing while also introducing the natives to new technologies and materials such as metal.

    254 AP December - Skirmishes

    There is a flair up on tension between the Free States and King Peter and a number of skirmishes on the ground. The Countess returns home to help deal with it and there are tensions throughout landing, and a number of fights between Free States Rangers and King Peter's Soldiers. Most of the Rangers relocate to Stoneforge and Durnstand, while most of King Peter's Soldiers garrison at Landing. The Dwarves and Elves have to work hard as intermediaries and neutral parties keeping the peace.

    255 AP February - First Sacred Forge uncovered

    The first of the Sacred Forges has been reached by the dwarves who labour to reclaim them. It is damaged but repairable and the discovery has been a huge boost to those who support the return of the old gods.

    255 AP March - Peace Treaty Signed

    The trouble was caused by the discovery of silver in a mine near the border of the Free States. King Peter had tried to claim the mine as his as several of the seams passed over the border, whereas the Free States contended the entrance to the mine was their and the ore had been found by their citizens.

    After a number of skirmishes and increasing tension a treaty was signed agreeing that the mine be worked by the Free States but a percentage of the silver be given to King Peter if it was extracted from lands within his kingdom.

    255 AP May - The Countess returns

    With the signing of the treaty tensions began to reduce and The Countess returns to Pyreal, the separation of the settlements continues though with Sir Roschdale essentially ruling in Landing, The Countess ruling in Durnstand and Aylee Ironbeard ruling in Stoneforge. Durtan Ironbeard, Countess Trevail, and Lady Graceling all still live in Landing and have a number of men in their compound but their influence is much reduced.

    Sir Roschdale and The Countess make a number of public displays of unity and clamp down hard on friction between their forces but it's open knowledge that the two have been seen shouting at each other on several occasions.

    255 AP August - Sacred Forge Lit

    The first sacred forge has been lit, and a second is mostly uncovered. Runesmiths and Theologians from the dwarves are flocking around and interest in the old beliefs is growing amongst the younger generation of dwarves although most of the clan leaders are still firmly against the project. The actions of a few progressive Dwarves do manage to block any open interference although it's open knowledge that there is

    255 AP November - Purity Activity


    A warning is received from both The Countess and Aylee Ironbeard that the Purity order have been trying to rouse the kingdoms against the Temple. There have been attempts to swing the Mountain Halls into denouncing the project, although so far the Ironbeard clan has been able to block that. Rabble rousers have been active in many kingdoms but The Free States people have been working to keep them under control and with the income King Peter has started to see from taxes on Landing he has been acting to discourage any such activities.

    A letter arrives for Thorik from his old mentor, echoing the warnings already seen. He also warns that now the attempt to to rouse the kingdoms to march on Stoneforge has failed they're raising a private army of their own. Mobs and mercenaries are being gathered from all across Eronia to purify Pyreal, wipe out the stain that is the temple, and reclaim the land for honest magic-fearing folk everywhere.

    256 AP February 3rd - Trouble in the north

    A number of farms had sprung up providing supplies to Stoneforge. That night a cry goes up from the watchtower, one of the farms is burning. A squad of guards accompanies by volunteers goes to assist but finds the farm already burning fiercely, and all the animals slaughtered or missing. The flames are too fierce for anyone to enter the building but there is no sign of survivors.

    256 AP February 4th - Farmstead Investigation

    Dougal, The Mountain, Thorik, Snips and Herion head out to investigate the burning farmstead. They find the farm deserted but searching it finds only two bodies when the farmhouse had many more people living there. Finding the tracks of prisoners being taken away they follow in a forced march.

    256 AP February 6th - Vengeance and Freedom

    After force marching for two days they finally catch up with the Ogres and take them down, rescuing the captives. The Ogres' heads are mounted on their own spears with the exception of the leader's head which is taken back to Stoneforge. One of the captives had been eaten but the other five are rescued and taken back to safety.

    256 AP February 8th - Return

    The party returns to Stoneforge with the rescued farmers and begins making arrangements to set them up near Luckfalls where they should be safer.

    256 AP February 12th - An expedition leaves to travel around the outside of the plateau

    Thorik, Garrett, Aklo, The Mountain, Snips and Herion set out to circumnavigate the plateau and discover if there are any potential threats nearby.

    256 AP February 23rd - The expedition returns to Luckfalls

    They return, all alive but with many new scars and telling tales of undead crows and scorpions the size of houses.

    256 AP February 26th - Durnstand

    Dougal, Herion, The Mountain, Aklo and Snips are gathering in Durnstand to investigate the missing when a distress flare is seen in the forest. Alerted by the flare they rescue a paralysed forester and then track the spider that paralyzed him back from its lair and rescue a second victim who was still alive but had had spider eggs implanted into his torso to eat him as they hatched.

    256 AP March 4th - Dwarf Rescue

    The Mountain, Aklo, Herion and Thorik joined later by Snips and then Dougal return to the dwarven ruins where they captured the Shy Maiden searching for a missing group of dwarven explorers. They find a pair of cave giants and defeat them, to discover that there is a whole clan of giants living in the ruins and they are holding 100 Dwarves and 30 Svirfneblin as slaves.

    Our heroes circle around and cause a distraction at the southern end of the city, while the dwarves organize a break-out attempt. This plan is mostly successful, with most of the slaves rescued.

    256 AP March 10th - A worrying meeting

    The Mountain, Aklo, Herion, Thorik and Dougal head towards the Ogre lands to see what the Ogres have been doing. At the location of the two ruined towers they find an ambush waiting for them but dispatch the 6 ogres in the ambush easily enough. Finding evidence of some Ogres going to a meeting with an unspecified person they follow the lead to the old abandoned Ant Hill. There they find the Ogres and Cave Giants in a tense meeting. An Enlarged Lance crashes the party, disrupting the negotiation with an improvised stink bomb. They then discover that the Ogres are led by an Ogre Adept who potentially reports to an Ogre Mage and retire to Landing to warn and consult with the leaders there.

    256 AP March 15th - Scouting for Spiders

    Dougal, Thorik, Garret, Herion, The Mountain, Aklo and Maurice head into the Twilight woods and slay a pack of ravenous Ogre Spiders.

    256 AP March 18th - Continued scouting

    Garret returns home while the others continue, finding a ruined castle occupied by spiders and a smaller building where Ettercaps appeared to be farming Giant Aphids. They fought the spiders in the castle and finally killed an Aranea.

    256 AP March 21st - The group return home

    256 AP March 22nd - A visit to the Pixie Queen

    Aklo, Snips, Lance and Thorik head into the Pixie lands to ask for advice. They receive a prophecy as to the location of a Hand of Glory and also some insight into the nature of Aklo's dagger and his recent strange dreams.

    256 AP March 25th - A voyage east

    Aklo, Maurice, Sir Theodore, a mysterious hooded elf, Marr, and Amber head into the swamps following the guidance of the Pixie Queen and a solution to Aklo's vision.

    256 AP March 28th - The Leader's Council

    Thorik, Dougal and Franklin are all invited to attend a meeting of the Leaders of Pyreal.

    256 AP April 5th - The voyage returns

    The voyagers return, with news of fractures in space and with Aklo holding a freshly crafted bow of a magical nature.

    256 AP April 7th - Scouting for Ogres

    Dougal, Thorik, Snips, Herion, The Mountain and Maurice head out to scout the Ogres. They are attacked by Ogre special forces in the night and then move on to find the two towers occupied by a force of at least 20 Ogres.

    They lure a group of the Ogres away from the towers and kill them but decide to then withdraw rather than facing more.

    256 AP April 12th - The party returns

    The adventurers return home.

    256 AP April 14th - Into the Pit

    Thorik, Snips, Herion, The Mountain, Aklo and Maurice delve into the pit near the Ogres southern border and find a complex magical lock and significant numbers of undead. They finally release all the locks and defeat an undead horror but return to the surface to rest before going into the final room.

    256 AP April 16th - vs the Deathheart

    Joined by a mysterious Hooded Elf the 6 adventurers move into the final room of the crypt and there successfully destroy the Deathheart, removing one threat from the lands of Pyreal forever.

    Afterwards a small group pushed on to scout the Ogre's, finding a deep ravine with a bridge crossing it and a tower occupied by Ogres. They leave without being seen and wait in ambush by the pit. After a few days they successfully capture an Ogre.

    256 AP April 18th - The return

    The 7 adventurers return to Landing, where after speaking to Lady Graceling Maurice hands over the captive Ogre for questioning.

    256 AP May 3rd - Trouble at Durnstand

    Thorik, Snips, Herion, The Mountain, Aklo and Maurice head into the Twilight Woods to investigate Silvercrown Hill. While there they are attacked by an incredibly tough Obsidian Spider which bits and poisons both Snips and Thorilk before it succumbs. The group then manage to negotiate an arrangement with Quicklings who've been enslaved by the spiders. The Quicklings warn them that an army is gathering to march on Durnstand. The Mountain uses his speed in animal form to take Maurice to Landing to get help while the others move to Durnstand to prepare defenses.

    256 AP May 5th - It was all a dream

    The Obsidian Spider's venom works its magic, pulling Thorik and Snips into a deadly dreamworld. The Mountain, Aklo and Maurice also enter the dream to try and help them and are able to defeat it together, breaking the Obsidian Spider's curse.

    256 AP May 6th - Gangs in Landing

    Marr, Sir Theodore, Maurice, Amber, Traril and Connor look into a murder and other criminal activity in Landing.

    256 AP May 6th - Siege of Durnstand

    Dougal, Thorik, Lance, The Mountain, Aklo, Herion and Snips wipe out the incoming spider army, successfully defeating them all.

    256 AP May 15th - A visit to the pixies

    Franklin, Marr, Aklo and Maurice go to visit the pixies.

    256 AP May 21st - The Fall of Copper

    Dougal, Herion, The Mountain, Maurice and Aklo defeat the Copper Tribe in their Stronghold and kill both The Mother and The Ogre Adept in the process. The stronghold is occupied by a joint force of Soldiers, Rangers and Dwarves with the intent that it become the new base for the Order of Pyreal - should the state of the order finally be decided.

    256 AP May 21st - Robbery in Landing

    Lance, Marr, The Hooded Elf, Amber, Traril and Connor foil a robbery in Landing. Thieves had broken into Cabal's workshop and made off with some of his stock, however after a rooftop chase all but two were apprehended and all the stolen goods were recovered. Lance spotted two old enemies in the chase and ran them down, ending up fighting the two of them atop a roof. At first the fight goes badly with the two working together well to strike several solid blows, however in a rage he finally cleaves one of them in two and then on the reverse swing wounds the other so badly he loses consciousness.

    The surviving leader is hung, the other criminals are sentenced to two years of hard labour and sent to Luckfalls.

    256 AP May 23rd - Don't open that trapdoor!

    Under a trapdoor in the Copper Mine Dougal, Thorik, The Mountain, Herion, Davri and Maurice find a maze of rooms and secret passages occupied by strange constructs. Mirror Men striking from secret passages and trying to isolate members of the party force them to retreat with several serious injuries but with a few Mirror Men slain.

    256 AP May 24th - Still don't open that trapdoor!

    The party returns the following day and manage to defeat the remaining Mirror Men and the Flesh Golem, although Lizzie is caught away from the main group and surrounded by Mirror Men gets slain in the darkness before the others can rescue her. Through more secret doors the party find laboratories and other facilities where the adept was performing experiments attempting to unlock magical potential. Caught in one of those experiments Dougal finds himself filled with mystical energy that flows through his veins but also drives him into a rage, during the first berserk rage he injured Thorik but since then he managed to mostly keep control.

    256 AP May 26th - Parley!

    The Red King meets with Dougal, The Mountain, Thorik and Maurice. Negotiations do not go well and the meeting ends with him dropping a fireball on the entire meeting and declaring war. Copper keep is razed and the forces quickly retreat east and then south towards Stoneforge. Ten of the copper tribe slaves were taken away though and used as graphic examples of The Red King's displeasure as the army marches.

    256 AP May 28th - Temple Pyrotechnics, Rhino hunting

    A dwarf immolates the temple in Stoneforge, and then kills himself at the temple entrance.

    The army makes it back to Stoneforge at the end of the forced march, sighting Rhino-riding ogres approaching behind them.

    Despite their tiredness Dougal, Snips, Thorik, The Mountain, Lance and Herion head out to stop the Rhino Riders from doing too much damage. They find two dead men but rescue a woman and her 4 children, taking out 3 of the rhino riders in the process and taking them back to Stoneforge safely.

    They set out again immediately but only make it a few hours before tiredness overcomes them and they rest overnight.

    256 AP May 29th - Rhino Roundoup

    The 6 adventurers engage the remaining 10 Rhino-riders and manage to slay them all, although Snips nearly dies in the process. Saved only by a vision from the Tome of The Palid Seer which allows him to dodge the killing blow at the last moment. They return to Stoneforge with a captive Ogre, 2 captured Rhinos, with Dougal and The Mountain moving to warn people of the coming attack.

    256 AP May 30th - Expedition to the Rat Kings tower departs Stoneforge

    Thorik, Dougal, The Mountain, Aklo, Maurice and Amber leave Stoneforge into the teeth of a storm in order to breach the Rat Lord's tower and look for a Hand of Glory.

    Ogres Around 60 Ogres from Flint Tribe arrive at Stoneforge, 5 of them mounted on the Giant Rhinos. They set up a camp around two miles north of the town and seem to be waiting for something.

    256 AP June 1st

    Ogres A large force of Ogres armed and armoured in Steel arrives at the entrance to the mine, forcing the dwarves to fall back towards the Svirfneblin hold

    256 AP June 2nd

    Heroes Our heroes arrive at Luckfalls and get the runes and key needed to open the tower from Franklin. The Mountain makes contact with a new Animal Companion, although he does not consider it ready to bring into combat yet.

    Red King The Red King attempts an attack on Landing but is driven away by a prepared Lady Graceling and massed archers.

    256 AP June 3rd

    Heroes Our heroes arrive at the Rat Kings Tower and trigger the magic that keeps it sealed. The magic fails half way through the process, although it has revealed the main doors. The incredibly powerful magic rips a temporary rupture into the very fabric of the universe although fortunately the rupture seems to repair itself after a few minutes. Within the tower they find friendly mice, unfriendly gargoyles, Ratacid Skitterthiss (twice) and some strange experimental creatures and an otherworldly creature from the plane of shadow. The Lord of Rats is found still in statue form and is smashed to pieces, with the fragments scattered. A hand of glory and other magical treasure is retrieved and then they use mundane stone to seal the tower up again and head back to Stoneforge.

    Ogres A large force of Cave Giants emerge from below the Svirfneblin hold and start carving themselves a way up towards the hold from beneath.

    256 AP June 4th

    Heroes The party arrive back at Stoneforge, to find the Ogres camped two miles outside the walls.

    Red King The Red King attacks Durnstand, burning the village to the ground and killing over 50 people while the rest fled.

    256 AP June 5th

    Marr, Traril, Amber, Connor and Sk'lak travel out to the ruined city and rescue the fire elemental trapped within.

    256 AP June 6th

    B Team Marr, Traril, Michael, Connor and Sir Theodore head out to explore the crater lake seen from the ocean east of the spider forests.

    A TeamStigma (the Elder Fire Elemental) attacks Flint tribe from the north while the defenders draw away the rest of the Ogres from the south. During the confusion The Mountain, Herion, Aklo, Dougal, Thorik and Macey strike at the Flint Tribe leadership, taking down two messenger birds they tried to send out and slaying them. The surviving ogres fleet north pursued by Stigma.

    256 AP June 7th

    A fire giant called Onel parleys with the group. He wants to remove his tribe from the war but his father who rules the tribe will not let him. He will help them lure his father into a trap if he is allowed to retreat with his tribe afterwards.

    256 AP June 8th

    The Mountain, Thorik, Dougal, Snips, Herion and Macy ambush the Fire Giant who leads Steel Tribe and capture him alive, killing his bodyguards in the process.

    256 AP June 8th

    A parley is held with Onel, the new leader of Steel Tribe and they agree to a peaceful withdrawal, Steel Tribe lift the siege and march away from the mines.

    256 AP June 10th

    Marr, Traril, Michael, Connor and Sir Theodore find the lake frozen over and a strange building made of ice in the center. The building is occupied by Hobgoblins and contains a strange pool made of water colder than ice and cold flames. They rescue Whipal who was a prisoner of the Hobgoblins and kill the garrison then return home to report.

    256 AP June 11th

    On their way back the explorers see Ettercaps clearly training Giant Spiders to be ridden as cavalry.

    256 AP June 14th

    The explorers return home.

    256 AP June 15th

    There is a murder in Landing and Traril, Whiphal, The Hooded Elf, Michael and Marr investigate. They find the culprit, a halfling rogue and his gnome sorceress girlfriend. They capture them but through sleight of hand and trickery the rogue manages to escape. He agrees a deal for the release of his girlfriend in exchange for him leaving and persuading Trollmouth not to send people to Landing again.
    Last edited by ZarchAlDain; 2015-05-06 at 06:12 PM.
    Currently running Perilous Reclamation:

    Recruitment Thread: here
    IC Thread: here
    OOC Thread: here

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Jan 2014

    Default Re: Perilous Reclamation 2 (IC)

    Laws

    There are no formal laws of Pyreal. The four leaders of the expedition use their forces to keep the peace and transgressions are handled on a case-by-case basis. Crime is punished harshly and swiftly and so far the criminal element that plagues many larger towns hasn't really formed. Crimes tend to be defined as assaults against persons, theft of property, and anything that threatens the safety of Landing. Magic is far more accepted than in Eronia and some people even openly ply the trade, although still treated with suspicion they are mostly left alone and the law protects them so long as they are careful.

    Notable People - The Expedition Leaders


    Sir Roschdale, Knight of Renown

    Sir Roschdale is a skilled swordsman and cavalier, instrumental in putting down several rebellions and border skirmishes. He's the nominal leader of the expedition but does not have absolute authority as each other leader has command over their own people.

    Sir Roschdale has:
    200 humans garrisoned at Landing

    Durtan Ironbeard

    A veteran of many battles Durtan Ironbeard was at the forefront of reclaiming the Mountain Halls for his people. Skilled in both battle and in construction he was the natural choice to lead the expedition in that capacity.

    Durtan Ironbeard has
    25 dwarves garrisoned at Landing
    75 dwarves garrisoned at Stoneforge

    Countess Eloise Trevail

    The Countess was an adventurer herself in her younger years, a talented Bard her adventuring party formed the Free States of Trevath, with each free state being led be one member of the party. Rumor has it that after years of action and adventure the life of a sedate noblewoman did not agree with her so she leaped at the chance to regain a taste of adventure while still sleeping in a comfortable bed.

    Countess Trevail has
    50 humans and half-elves garrisoned at Landing
    50 garrisoned at Durn's Stand
    20 garrisoned at Stoneforge

    Elgan Graceling

    Tall, slender, and blonde Elgan Graceling is very much the stereo-typical elf. A silver in her hair and lines on her face show her advancing age but her eyes are still as piercing as ever. More than one person in Landing has found themselves begging for her forgiveness after nothing more than a look. Little is known of her past, but the elves with her hold her in high esteem.

    Elgan Graveling has 50 elves garrisoned at Landing

    King Hailrog

    The King of the Svirfneblin rarely leaves The Shallows, although he has been seen at Stoneforge a few times. He wears heavy armour and carries himself like a capable warrior but other than this little is known about him. His people are cautious and secretive so even after several years few people have seen even the first parts of their hold.

    The Svirfneblin have an unknown number of both Deep Gnomes and Earth Elementals in their hold.

    Brother Heltar

    A dwarf of average height and build Heltar is a studious and bookish fellow. He is an expert on religious lore and loves any opportunity to share and spread those teachings, although unfortunately he tends to go into such length and detail that everyone else grows bored long before he has finished.

    Brother Heltar has 20 priests and acolytes studying and working at the temple

    Notable People - Commoners

    Henry Butterfield - Innkeeper at the Anchor

    With his growing girth and permanently red cheeks Henry is constantly running around as he tries to keep his cobbled-together Inn from falling apart. Cheerful and boisterous he welcomes all his regulars by name and keeps the Inn as well as he can without raising his prices.

    Cabal Milestone - Shopkeeper

    Cabal's small shop contains powders and herbs reputed to treat upset stomachs and other similar ailments. He is a scrawny nervous little man, with a rat-like nose and long greasy and straggly hair.

    Old Meg - Healer

    Old Meg is the expedition's healer, a half elf from the free states she's been a healer (of the non-magical variety) for most of her hundred years and is a dab hand with the sewing kit. She's patched up more wounds than most people on the expedition have had hot dinners. She runs a stall on the market where people can come to her with questions and she sells healing supplies on the side.

    Irkan Irongrip - Mastersmith

    Irkan is an average height but extremely powerfully built dwarf and the master-smith for the dwarven compound. He's an expert on metals, forging, refining and both weapon and armour smithing.
    Last edited by ZarchAlDain; 2014-11-05 at 09:26 AM.
    Currently running Perilous Reclamation:

    Recruitment Thread: here
    IC Thread: here
    OOC Thread: here

  5. - Top - End - #5
    Bugbear in the Playground
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    Reserved in case I need to add more... :)
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    EvilClericGuy

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    Over the past two years Franklin has been very busy. As the most visible mage in Pyreal he took it upon himself to make sure that the reputation of magic is favorable. He has been doing this in a number of ways, partly by working on construction projects using his magic to help where he can, but also by actively promoting the knowledge of how magic works, even if it has been in a general way.

    He is also the architect and leader of Luckfalls, more commonly known as Luckfalls Library. In addition to being a trading post, it is also a center of learning, various workshops, training yards and lecture halls have been carved into the caves and materials brought in for people to work with. There are very few private offices, those there are rooms where noise is expected to be scarce. The educational process works in two ways, firstly the experts (or more often their apprentices) are encouraged to travel from settlement to settlement during the quieter times of year to give instruction on the basics of their craft to any folk who wish to learn. Secondly, any who wish to learn a trade can come to Luckfalls where if they prove able, a mentor can be found for them. While Luckfalls has no formal requirements on those there to contribute their knowledge to others, those who appear to be avoiding their duties tend to find themselves on the fringe of the community that is being built there.

    The other strange thing about Luckfalls is that the practice of magic is not held in disdain. Those who are mages are expected to pull their weight like any other and are not afforded any special privileges. Franklin has made efforts to make sure that the various professions are not encourages to group together, such as shares workshops, communal dining and social manipulation where needed. This oversight also allows him to help guide the studies of those who learn magic (and keep track of those who deal with riskier subjects). There is a small tax, mostly gathered from the use of workshops and those who wish to use the spiral ramp to reach the plateau. The records of accounts are public knowledge for any who wish to know where the money is being spent.

    Oh, and a well hidden passageway that leads from Franklin's office to a vault that contains various artifacts that the group wanted looking after, with an illusion of a wall making the room seem a lot smaller than it actually is.

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    Previous players, feel free to insert yourself into positions of relative power here
    Last edited by Mourdos; 2014-11-07 at 11:43 AM.

  7. - Top - End - #7
    Ettin in the Playground
     
    Theoboldi's Avatar

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    Lance


    For the last two years, Lance preferred to mainly stay in the background, working closely as a mercenary and trainer for new soldiers of the local leaders. As he figures, politics have never been his strong suite, and so mainly concerns himself with ensuring that what is ordered to happen does so in the right manner, namely his.

    Eventually, this ensued in him ending up in his first position of actual power, albeit a rather lowly one. After Luckfalls was finished, his presence in the community and efforts to ensure that all were treated well in this new town, eventually made him an ideal candidate to semi-permanently oversee the local guard, made mostly of other mercenaries. Despite the fact that his position earns him little more than (admittedly rather luxurious) housing and (admittedly rather lavish) food, he seems to be very much content with it, enjoying his stable position and chance to give to the small community.

    However, life has not become easy for Lance, as still the injury he sustained years ago at the hands of a wraith continues to worsen even now. While his physique is still as strong and agile as ever, his skin has taken on a noticeable pale- and gauntness, and he has developed a peculiar weakness against large heat. He is unable to feel warmth still, yet now it seems to damage his body far more than it would a normal person. Lance has undertaken many efforts counteract these effects, and taken the opportunity of living near the plateau to gather sunleaf plants on many occasions, but nothing has helped him permanently.
    Always look for white text. Always.
    That's how you do it! Have a cookie!
    Quote Originally Posted by ezekielraiden View Post
    You don't win people over by beating them with facts until they surrender; at best all you've got is a conversion under duress, and at worst you've actively made an enemy of your position.

    You don't convince by proving someone wrong. You convince by showing them a better way to be right. The difference may seem subtle or semantic, but I assure you it matters a lot.

  8. - Top - End - #8
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    BardGuy

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    Snips


    Snips spent time watching the various lycanthropy survivors to ensure they both survived and did not pose a risk to anyone else for the first few months, only stepping away when they seemed acclimated enough to do without his babysitting. Promises to both dwarves and gnomes had to be kept regarding learning the art of gunpowder. That was perhaps half a year, and then he was out of things to do. Well, mostly out.

    He went back to experimenting. With some assistance, he came up with a few new technological designs he intended to test out in his efforts to learn the surrounding area. After gearing up one day, he headed off westwards on his own, to test his mettle against Pyreal.

  9. - Top - End - #9
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    BardGuy

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    Batch #1
    Perception: (1d20+17)[23]
    Survival: (1d20+12)[17]
    Stealth: (1d20+6)[24]

    Batch #2
    Perception: (1d20+17)[32]
    Survival: (1d20+12)[16]
    Stealth: (1d20+6)[12]

    Batch #3
    Perception: (1d20+17)[34]
    Survival: (1d20+12)[25]
    Stealth: (1d20+6)[26]

    Batch #4
    Perception: (1d20+17)[22]
    Survival: (1d20+12)[14]
    Stealth: (1d20+6)[12]

  10. - Top - End - #10
    Dwarf in the Playground
     
    BardGuy

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    Acrobatics: (1d20+11)[22] (+5 if Jump related)

  11. - Top - End - #11
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    BardGuy

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    After being missing for the better part of two months, Snips returns. He looks a bit worse for wear, and has collected two large spears of unusual make during his voyage - to all appearances, the hard way. He drops the spears off with the armory, and makes it known both to allies and leadership figures his findings.

    "The mountain in th' middle of the lake's new and conical.. Entire region's one big hole what's only a few hundred years old, with that spec in the water. There is something big with wings that lives in on the mountain, and the area around is right inhospitable. Ogres claimed the territory north and east sides of the lake, with manticores and other beasties wandering the rest of it. The water's a touch salty, but drinkable. The Ogres hunt in packs, so I don't reckon anyone else should go near their territory unless they're ready for that kind of fight.

  12. - Top - End - #12
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    Kobold

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    Dougal Badrick


    Dougal couldn't help feeling uneasy following the defeat of the Rat King. The immediate threat dealt with his thoughts often dwelt on what future threats loomed just beyond the horizon, or indeed across the sea. The growing number of people living in Pyreal needed protection, and he didn't feel comfortable leaving it all to people with political affiliations. The settlers still needed someone to drive away the wolves even if the bigwigs in the north were arguing about who they should pay taxes to.
    After making sure that Daria, Rike, and the other lycanthropy survivors were all right he devoted his efforts to arranging patrols around the edges of the wilderness and scouting the previously unexplored lands to the south and east.
    Seeing as the rangers from the Free States seemed to have similar aspirations Dougal cooperated with them whenever he could, often joining them in patrols when they were short-handed. He also spent whatever money and influence he had on hiring and equipping his own patrols through the Exploratory Company. Together with the rangers Dougal attempted to set up a network of safehouses across the wilderness a days journey apart. Each safehouse was barely more than a defensible location with firewood, a flare, medical supplies, and emergency rations usable by anyone in need of shelter for the night.
    Ashwin had largely taken over the running of the daily business of the Company, roughly breaking even by hiring out guards for goods shipments and guides for settlers. The company had around thirty dependable regulars ready to take on such jobs for a fee. They operated out of Landing, eventually buying their own building having outgrown the back room at the Anchor.

    Dougal first became aware of the trouble between the king Peter and the Free States when he was pulled into a tavern brawl back in Landing. He'd just returned from a patrol and was relaxing at the Anchor with a couple of rangers when some of Peter's soldiers started picking a fight. The brawl ended quickly and without fatalities, but the participants were still dragged in front of their respective leaders. Dougal found himself standing in a row with the rangers, receiving a talking down from the Countess. As the others filed out, the Countess asked Dougal to stay. She told him of the situation in the north and of her decision to return there to deal with it. To Dougal's surprise, she asked him to accompany her to the north as a personal bodyguard. A little hesitant to leave his duties, he nevertheless agreed. Dougal took the dino he had been riding back south, to Luckfalls. None of the animal trainers there were willing to take on the challenge of continuing the training of the allosaurus, so Dougal had little choice but to take it past the stairwell and set it free.
    A week later Dougal and the Countess were on a boat north.

    Six months later, the Countess returned to Landing, sans Dougal. After the treaty was signed the Countess had another surprise in store for him. Instead of heading back south the Countess led their entourage to Academie Drouvoie, one of the more prestigious military academies in the world. Certainly the finest in the Free States. On her orders, Dougal was to attend the academy for one year's time, attend every lecture and follow every instruction. Dougal was still stunned by the order when they unloaded his equipment from the cart an laid it all out neatly in the courtyard. Dougal had never felt as lost as when he the gates of the academy swung closed behind the Countess, surrounded by nobleborn sons ten years his junior. This was going to be an interesting year.

    Over a year has passed when the merchant vessel Kingfisher reached the port of Landing. The man who disembarked was barely recognizable as Dougal. He was certainly better dressed, and carried himself with a hint of reserved dignity that had previously been absent. The boisterous rowdiness was somewhat diminished and his demeanour was that of an officer rather than a foot soldier. A warhorse disembarked after him, clearly anxious to run after the cramped weeks aboard the ship. Dougal patted it's neck as they went out in search of lodgings.

  13. - Top - End - #13
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    Kobold

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    Dougal Badrick

    Dougal made his way past the half-orc guards at the Anchor. He'd left the horse in the adjoining stable with a warning that he's a biter.

    "Hi Henry. Got any rooms for rent? I'll need stabling as well. Looks like you're doing all right for yourself. A lot has changed around here. How's the old gang doing?"
    Last edited by nahkh; 2014-11-16 at 01:20 PM.

  14. - Top - End - #14
    Bugbear in the Playground
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    Henry blinks at the man in front of him for a moment and then suddenly gapes in amazement, "Dougal? By all the beards below is that you? I see life in the north has agreed with you, not seen you in threads that fine before!"

    He turns to bellow to the bar, "Hey everyone, Dougal's back! A round on the house to everyone here!"

    There's cheering from all around the room (and not just because of the free booze) and loud conversations as those few who've arrived in the last year and not heard the stories get told exactly who Dougal is.

    Over the noise Henry winks at you and shouts "Your old room has been let but I'm sure they won't mind moving. I'll get them shifted in ten minutes then it's all yours!".
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  15. - Top - End - #15
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    Kobold

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    Dougal Badrick

    Henry blinks at the man in front of him for a moment and then suddenly gapes in amazement, "Dougal? By all the beards below is that you? I see life in the north has agreed with you, not seen you in threads that fine before!"
    Dougal suddenly looks a bit uncomfortable in his academy uniform. "Well, glad to be back. Been too long."

    He turns to bellow to the bar, "Hey everyone, Dougal's back! A round on the house to everyone here!"

    There's cheering from all around the room (and not just because of the free booze) and loud conversations as those few who've arrived in the last year and not heard the stories get told exactly who Dougal is.
    Dougal raises a glass to the room for some more cheers, then turns back to Henry looking a bit weary.

    Over the noise Henry winks at you and shouts "Your old room has been let but I'm sure they won't mind moving. I'll get them shifted in ten minutes then it's all yours!".
    Dougal looked a bit taken back by the suggestion. "Nah, nah, don't go throwing anyone out on my account. Any room is fine, it's not like I'll be sleeping in it a whole lot. I expect I'll work's been stacking up in my absence. So, what's going on in Pyreal? We didn't get a lot of news back north. I hope the fighting's died down at least?"

  16. - Top - End - #16
    Bugbear in the Playground
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    Henry nods, "Of course, of course, whatever you like. We've got a few rooms up the top free, I'll get you set up there."

    He scratches his belly and hmms, "well it was tense for a few months but it's been easing off a bit now. For a while we spent a lot of time keeping the Free State's and King Peter's men apart but we've not even had a brawl for the last few weeks. Things have mostly been quiet since the Purity idiots were run out of town, although if you're looking for trouble then Durnstand's certainly had its fill. The village itself has been doing fine but anyone goes too far into the woods and they don't come back out, at least a few people go missing every month and its got to the point where people only work near the edge of the forest and Darkwood supplies are starting to dry up. The Countess was talking about mounting an expedition to investigate but is reluctant to go in without knowing what they are up against and trackers and scouts either don't come back or find nothing."

    "Other than that your friend Franklin has his settlement up and running, we get trade goods down the river most weeks from there. Stoneforge has been doing plenty of work too, I'm sure you saw our new walls and they even have stone for us to start building up my Inn here now. That temple of the Dwarves' has been popular too, we even have people traveling all the way down from the north to go visit it then travel home. Just a shame that dwarf they put in charge isn't a better speaker. I went over there once out of curiosity and the building was pretty damn fine but he near put me to sleep!"
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  17. - Top - End - #17
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    Kobold

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    Dougal Badrick

    Henry nods, "Of course, of course, whatever you like. We've got a few rooms up the top free, I'll get you set up there."
    "Sounds good. I'll have my things brought up."

    He scratches his belly and hmms, "well it was tense for a few months but it's been easing off a bit now. For a while we spent a lot of time keeping the Free State's and King Peter's men apart but we've not even had a brawl for the last few weeks. Things have mostly been quiet since the Purity idiots were run out of town, although if you're looking for trouble then Durnstand's certainly had its fill. The village itself has been doing fine but anyone goes too far into the woods and they don't come back out, at least a few people go missing every month and its got to the point where people only work near the edge of the forest and Darkwood supplies are starting to dry up. The Countess was talking about mounting an expedition to investigate but is reluctant to go in without knowing what they are up against and trackers and scouts either don't come back or find nothing."
    Dougal's expression darkens. "That doesn't sound good. I'm supposed to go see the Countess today, I'll have a word with her about it."

    "Other than that your friend Franklin has his settlement up and running, we get trade goods down the river most weeks from there. Stoneforge has been doing plenty of work too, I'm sure you saw our new walls and they even have stone for us to start building up my Inn here now. That temple of the Dwarves' has been popular too, we even have people traveling all the way down from the north to go visit it then travel home. Just a shame that dwarf they put in charge isn't a better speaker. I went over there once out of curiosity and the building was pretty damn fine but he near put me to sleep!"
    Dougal grins at that. "Don't tell Thorik, but that stuff puts me to sleep as well. Ain't no point in asking for help from up above if you ain't willing to help yourself. But I'm glad to know they got things up and running. I'll go and see to the Countess though, need to get started on the Durnstand situation. Someone'll be along from the boat with the rest of my things, just tell them to take it to the room. It was good to see you, Henry."

    Dougal heads on down to where the Free States compound used to be, hoping to find it at least partially manned.

  18. - Top - End - #18
    Bugbear in the Playground
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    The compound is still there, although unlike the rest of Landing it's still the same size it's always been. The pair of guards at the gate salute when they see your clothes, although you don't recognize them and they obviously doesn't recognize you.

    "Newly arrived sir?", one asks, "anything I can do for you?"
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  19. - Top - End - #19
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    Kobold

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    Dougal Badrick

    Dougal hesitates for a fraction of a second before returning the salute. No need to correct their mistake. "At ease. Dougal Badrick, here to see the Countess. Is she in?"

  20. - Top - End - #20
    Bugbear in the Playground
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    Quote Originally Posted by nahkh View Post
    Dougal Badrick

    Dougal hesitates for a fraction of a second before returning the salute. No need to correct their mistake. "At ease. Dougal Badrick, here to see the Countess. Is she in?"
    The Guards look at each other for a moment, this is obviously over their pay grade, then one ducks his head into the tower. "There's a Dougan Baldrick here to see the countess" he informs whoever is inside.

    A moment later a sergeant you recognize although you couldn't have said his name bustles out, and looks at you. "Dougal!" he says, slapping the one who called him over the back of the head. "His name's Dougal Badrick and you'll show some respect, he dragged more than a few of our boys away from deaths door and he's acted as bodyguard to The Countess herself!"

    Turning to Dougal he continues, "Sorry about that, we've got a few new faces and we keep them here for a while to let them get used to the place. The Countess is over with the dwarves, her and Roschdale are having a meeting and these days they tend to do it over there rather than visiting each other. I reckon she'll be glad to see you though once she's done, you're welcome to wait here or if you head over there I imagine they'll be wrapping up soon."
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  21. - Top - End - #21
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    Kobold

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    Dougal Badrick

    "No need to chew them out. They had no way of knowing who I am, they did exactly what they were supposed to do. If they'd let some chuffer they don't know come in from the street in just 'cuz he was wearing the right color coat, that's when you chew em out. I'll head over to the dwarves then. Keep up the good work."

    Dougal heads out towards the dwarven compound, requesting to wait outside the meeting room while the business between the two faction leaders is concluded.
    Last edited by nahkh; 2014-11-17 at 12:12 PM.

  22. - Top - End - #22
    Bugbear in the Playground
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    Dougal isn't waiting for long before The Countess storms out of the room, in the room behind her you see Sir Roschdale looking noticeably older than just two years ago still sitting at the table while Durtan Ironbeard at the head of the table is just standing up and sighing.

    "I don't care what your precious King said" she calls back behind her, "either you're here to protect the people of Pyreal or you aren't and we have nearly a hundred people missing from Durnstand!"

    She stops as she sees you and smiles. "Dougal, finally some good news! Welcome back to Pyreal, you're a sight for sore eyes I can tell you. How was the training? I got good reports from the Academy."
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  23. - Top - End - #23
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    Kobold

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    Dougal Badrick

    "Good to be back. The training, well, it wasn't a complete waste of time. Just... I would've rather been here. Maybe this Durnstand situation wouldn't have gotten so bad if I was around. Roschdale's not lifting a finger, huh?

    A hundred people? Damn, if I'd know it was this bad I would've been here sooner. I'll round up some people to go after them. Do you have a map of where they've been going missing? The rumors were a vague at best."


    As they walked back to the Free States compound Dougal reached into his pocked and pulled out a letter. "Before I forget, master Drogan sends his regards. I fear he may be a little cross with you for saddling him with me for a year."

    Spoiler: OOC
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    The envelope contains Dougal's credentials from the Academy and some personal correspondence between master Drogan and the Countess.

  24. - Top - End - #24
    Bugbear in the Playground
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    She sighs, "Well we don't have an exact count but there's somewhere between fifty and a hundred people gone missing over the last year or two. Maybe some just packed up and left so it's hard to be sure. We've sent scouts in and they either find nothing or don't return. I took in a quad of 40 rangers, searched the whole area and we found nothing apart from a half-chopped tree and lots of rusted woodcutter tools. Whatever is in there seems to be smart enough to avoid a large force and very dangerous to a small one. Pretty much anyone heading more than a few hours into the Twilight Woods seems to be at risk."

    When Dougal hands the letter over she takes it with a smile. "Thanks, I'll have to read it later. I got occasional updates from him but I'm sure this will hold the details." she turns to look at you. "So far you have no official rank, would you like one or do you prefer remaining outside the chain of command?"
    Last edited by ZarchAlDain; 2014-11-17 at 07:17 PM.
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    TorresGlitch's Avatar

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    Herion

    2 years ago...
    When hearing the glad news of the Rat-king's death, Herion joined the festivities. And as he had promised, upon the first work-day thereafter, he joined the templeproject of Thorik, more precisely, its guard duty.
    As part of the "lantern-free-squad", he and the others surprised and chased away, countless of intruders and possible saboteurs during the night watch.

    A Project and idea takes form
    Inspired by the growth and the greatness of the temple, yet challenged by the complexity of the construction's planning, Herion started raising funds for a project of his own. A project which would empower himself and as a bonus do the same for Landing's people as well.
    Landing would become his new tribe.

    His morning and afternoon laps were replaced by lectures, classes and drills where he taught how to run faster and endure marches for longer. Which would offer the new arrivers better chances of escaping and surviving encounters and difficulties beyond their capabilities.

    Full-time working was both funding and part of his research towards his goal of finding the best method in aiding his new tribespeople. Herion held swim-classes, martial-arts swordplay and endurance courses came next. It became enough to raise the last funds needed for Herion's project:
    - A Martial-arts Academy & Dojo!

    The construction process
    With the aid & expertise of Stoneforge's sharp builders they could sketch the blueprints and plan for the construction of the Dojo.

    The Dojo was settled where the woods met the open ocean, looking towards the horizon. Just northeast of Landing, on the spitz of the pincer that made out the bay. Herion, intentionally, made his marathon courses run past the construction site, filling his runners' minds with curiousity about the project. By repeatedly running the same way, they created a hardened path toward's the Dojo.

    At first, it all seemed like a scheme, like it had a false fasade, but step by step as the workers continued constructing, the fasade, interior and whole business grew respectable. 74 days after the first shovel had burried its way down into the ground, the Dojo stood finished, along with a lavatory and a courtyard for combatdrills.
    (the stinking pit for the lavatory's waste need not be mentioned, but was placed beyond stenchreach)
    The whole project stood done on the 10th of August 255AP, about 2 years after the rat-king's death.

    The Organization "LIFE-MAD"
    The organization is currently made up by its three employers and the drill instructors the organizing employer put together, varying as on customer demands.

    - Jaime Notepad is the receptionist, administrator, economist and organizer. He has been a go-getter. He had taken the opportunity to expand with his company across the sea, but due to bad management it was forced to declare bankruptcy after failing to see to Landing's needs and customers demands. Without fretting, he joined some adventurers headed beyond Landing's walls. But the misery of traveling during poor conditions pushed him towards returning to Landing. Effectively, he continued searching work and did find employment at "LIFE-MAD". He is more than often seen with his notes, paper and pen writing something down, professionally diplomatic sitting behind the business's counter.

    - Suniaura Warsinger is a happy-propelled, vivid storyteller, with a curious nature. She is the marketing manager. She was curious of the unknown and exotic beyond the sea and made up her mind to set Landing as her next journey's destination. She could always be heard exchanging tales, jokes, songs and laughter with the crews, swapping ship at every chance to broaden her perspectives and experiences. Just miles from Landing, did her ship get caught in a storm. As her ship concussed with each wave, Suniaura performed her valorous warsongs for her shipmates, boosting morale and focus while the ship plowed and thrashed through the sea. This earned herself the nickname "Warsinger" on the ship, and the local word spread fast once in Landing.
    She declined, when asked by a straight-forward Half-Orc, about working for "LIFE-MAD". Instead, eager to dance through more perils, she joined a scouting party. Wealths seemed to appear wherever the party went as they scouted. The discoveries earned themselves loud cheers when recounting the stories in the inns they visited between adventures. But the sixth trip became a disaster since two jealous groups banded together, ambushing them on their way back home. Even though, that peril was handled and all survived (manhandled, unconcious, burned, blinded, but yet alive), that trip became the second last. Her final trip became a justified hunt after the thug who stole her treasure while she'd been ambushed. The ambush, born out of spite and jealousy, had put her on the brink of death, using her last strength to plunge her Longspear through the last bandit she dropped unconcious. The small marginals between death and life became a troublesome thought. The experience made her reconsider the job offer from the Half-orc. She joined "LIFE-MAD" and is now working as the marketing manager of the organization. She is spreading the word of its existance to friends and new arrivers, so they as well, may return from an expedition to tell their tales.

    - Juviar Windtime was employed last. He sought Landing with a purpose and grasped the opportunity to aid the newly founded city gain stability and order. However, finally on site, he quickly found the politics had gotten itself tangled up even beyond expectations and decided to withdraw from the spectacles for now. He is dedicated towards seeing his conviction through, making Landing's chaotic lawinforcement and hierarchy orderly and safe. Reasons for why he gladly accepted to become part of "LIFE-MAD". Juviar is the stationed guard. Known for his charismatic & helpful nature and his quick reflexes.

    Somehow, even though they all embarked on different lifejourneys, they eventually came to work for "LIFE-MAD", which stands for: Landing's Introductive Fighting & Endurance Martial-arts Academy & Dojo.
    On the streets also referred to as "LIFE" or simply "MAD".

    Leaflets, posts, placards and playbills about it have been put up outside and inside of every inn and outerwall-gate of Landing as well as on the closest board in port for new-arrivers. Every ship of New-arrivers will face and hear the feminine, outgoing and always so curious Suniaura playing her lute, singing a spirited portsong or vigorous war melodies in stormy dusks...

    Spoiler: Playbill
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    Visit the OOC-thread to view the Playbill of 255AP and the new Playbill of 256AP.


    Administration Issues -> Rhyson's Training Hall
    A few months after opening up business, on the 1st of January 256AP, due to higher authorities complaints and administration issues, LIFE-MAD changed name to
    Rhyson's Training Hall.
    Last edited by TorresGlitch; 2014-11-18 at 12:38 PM.
    -> The eager youngster: <- "One, two, three steps ahead of you already!" :p


  26. - Top - End - #26
    Bugbear in the Playground
     
    Talvara's Avatar

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    Dec 2004
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    The Netherlands
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    Default Re: Perilous Reclamation 2 (IC)

    Thorik

    Over the course of the last two years Thorik has been taking a sabbatical on the adventuring life, instead focussing on three things.

    Community:

    With the temple complete and its head priest present in the form of Brother Haltar, Thorik spent a good portion of his time helping his old acquaintance (they had both studied under the old Gruniyar, although Haltar was always the more diligent when it came to the studies).

    Training the acolytes, securing the goodwill of the community and begrudgingly doing the occasional ceremony.

    Although Thorik had worked hard to bring this temple into reality he was happy to hand over the accompanied responsibilities to Haltar. Thorik had always preferred to be an exemplar rather than a preacher or theologian. Regardless Thorik maintained close ties with the temple and its high-priest

    Development:
    Having worked closely with the (former)Pyreal refugees on the temple construction Thorik was happy to keep working with them and with Franklins Luckfalls project there was plenty of work to be done.

    during this time Thorik also spent a significant amount of time contemplating his service to Trud, The dwarven cleric refocussed the aspects he'd try to represent. being a leading figure of the community is something he had been growing into. He had also practiced some new techniques and spells.

    Family:
    Thorik has ever been growing closer to Aylee, and in the second year the two set out for the mountain homes back in the northern continent.

    it was time for Thorik to meet Aylee's parents and close kin. out of all the activities during the downtime this one was the one the Dwarven cleric was most anxious about. He'd like to think he made a decent impression. but closing in on middle age, being an open cleric and training the Ironbeard daughter in the clerical ways were all potentially troublesome aspects of the relationship. (that Gray-flame flail made for an excellent party trick though)



    ----

    --Stoneforge temple--

    From where our story continues, it hasn't been much longer than a week or two since the dwarven couple had returned to Pyreal. The letter his old master had sent regarding the Purity order was unwelcome news.

    First the information was shared with his confidants in Stoneforge (Aylee and Haltar).
    "I doubt those white robed loudmouths will be able ta raise an army capable of overrunning all the combined forces here in pyreal... but I fear an actual takeover isn't what they'll have in mind. they'll likely nay operate under a common banner but instead work against us at every chance they see... an if they do take to tha field under banners they'll only have ta be sizable enough that our human friends in landing cannay justify standin by our side."

    the dwarf frowns.
    "While times are changin' and our ways are once again being refound an accepted. we mustn't forget that many had rather we weren't out in tha open... we can count on tha support of most of tha people here in pyreal. but fer those back in the northern continent tha hold a stake in this frontier the same cannay be said"
    Last edited by Talvara; 2014-11-18 at 11:12 AM.

  27. - Top - End - #27
    Orc in the Playground
     
    Kobold

    Join Date
    Jan 2014

    Default Re: Perilous Reclamation 2 (IC)

    Dougal Badrick
    Before departing from Landing

    Quote Originally Posted by ZarchAlDain View Post
    She sighs, "Well we don't have an exact count but there's somewhere between fifty and a hundred people gone missing over the last year or two. Maybe some just packed up and left so it's hard to be sure. We've sent scouts in and they either find nothing or don't return. I took in a quad of 40 rangers, searched the whole area and we found nothing apart from a half-chopped tree and lots of rusted woodcutter tools. Whatever is in there seems to be smart enough to avoid a large force and very dangerous to a small one. Pretty much anyone heading more than a few hours into the Twilight Woods seems to be at risk."
    "Were all the missing people cutting trees? But yeah, I was planning on going in with a smaller group. I think I know just the people."

    When Dougal hands the letter over she takes it with a smile. "Thanks, I'll have to read it later. I got occasional updates from him but I'm sure this will hold the details." she turns to look at you. "So far you have no official rank, would you like one or do you prefer remaining outside the chain of command?"
    Dougal pauses to think for a while. "I'm honored by the offer but I don't think I can take it. I just want to keep the people living in Pyreal safe. I can't afford to be tangled up in politics from the north."

  28. - Top - End - #28
    Bugbear in the Playground
    Join Date
    Jan 2014

    Default Re: Perilous Reclamation 2 (IC)

    Quote Originally Posted by nahkh View Post
    Dougal Badrick
    Before departing from Landing

    "Were all the missing people cutting trees? But yeah, I was planning on going in with a smaller group. I think I know just the people."
    She smiles grimly at that, "Yes, I thought you might. All the missing people have been in the forest, so it's mostly woodcutters. There's also been scouts and hunters disappeared though. At first people thought it was just the usual hazards but then the numbers kept rising and no bodies were found. People went in larger groups and at first they were safe, but then a group of ten woodcutters just didn't come back one day."

    "That's when I took a squad of rangers in, forty of us swept through the whole area. We found where the cutters had been and there was some disturbance of the ground and tracks where some of them had tried to run but no sign of the attackers. No tracks leaving the area either and not much blood, the victims were just gone. That was a month or so ago and since then no-one has gone in further than the edge of the forest, but without that Durnstand is sitting idle. The small amounts of farming that people have started doing just can't support the size of the village without the hunting, gathering, and lumber it was formed around."


    Quote Originally Posted by nahkh View Post
    Dougal pauses to think for a while. "I'm honored by the offer but I don't think I can take it. I just want to keep the people living in Pyreal safe. I can't afford to be tangled up in politics from the north."
    She nods, "Actually that's something I've been thinking about. Some of us are more independent than others but Durtan still needs to listen when his brother calls, I have to consider the good of my people in the Free States, and Sir Roschdale is oathsworn to his distant king. Even Lady Graceling is here for her own reasons, although I do not think she answers to anyone but herself."

    "I think we need something here in Pyreal that is not a part of any of the existing factions, that can act for the good of everyone here and not be answerable to northern politics. Perhaps an order 'The Knights of Pyreal' or similar that answers to the council, not to any one member of the council. They would be able to request aid from us but they would be sworn to protect all our peoples. What are your thoughts on us trying to establish something like this?"
    Last edited by ZarchAlDain; 2014-11-20 at 06:29 AM.
    Currently running Perilous Reclamation:

    Recruitment Thread: here
    IC Thread: here
    OOC Thread: here

  29. - Top - End - #29
    Orc in the Playground
     
    Kobold

    Join Date
    Jan 2014

    Default Re: Perilous Reclamation 2 (IC)

    Dougal Badrick

    She smiles grimly at that, "Yes, I thought you might. All the missing people have been in the forest, so it's mostly woodcutters. There's also been scouts and hunters disappeared though. At first people thought it was just the usual hazards but then the numbers kept rising and no bodies were found. People went in larger groups and at first they were safe, but then a group of ten woodcutters just didn't come back one day."

    "That's when I took a squad of rangers in, forty of us swept through the whole area. We found where the cutters had been and there was some disturbance of the ground and tracks where some of them had tried to run but no sign of the attackers. No tracks leaving the area either and not much blood, the victims were just gone. That was a month or so ago and since then no-one has gone in further than the edge of the forest, but without that Durnstand is sitting idle. The small amounts of farming that people have started doing just can't support the size of the village without the hunting, gathering, and lumber it was formed around."
    "We'll scout out the area, hopefully luring whatever's been taking people into attacking us. We'll check out Silvercrown hill as well."

    She nods, "Actually that's something I've been thinking about. Some of us are more independent than others but Durtan still needs to listen when his brother calls, I have to consider the good of my people in the Free States, and Sir Roschdale is oathsworn to his distant king. Even Lady Graceling is here for her own reasons, although I do not think she answers to anyone but herself."

    "I think we need something here in Pyreal that is not a part of any of the existing factions, that can act for the good of everyone here and not be answerable to northern politics. Perhaps an order 'The Knights of Pyreal' or similar that answers to the council, not to any one member of the council. They would be able to request aid from us but they would be sworn to protect all our peoples. What are your thoughts on us trying to establish something like this?"
    "That sounds like a fine idea. The thought has occurred to me before. In principle I have no problem with answering to the council, but there needs to be a code, a charter of some kind, that even council orders can't violate. And exactly what the council means and how they can issue orders needs to be codified. A certain degree of autonomy is needed for effective functioning, as well. I could draft a proposal if you'll present it to the council."
    Last edited by nahkh; 2014-11-24 at 02:53 AM.

  30. - Top - End - #30
    Orc in the Playground
     
    EvilClericGuy

    Join Date
    Sep 2008

    Default Re: Perilous Reclamation 2 (IC)

    Word has reached Landing and Stoneforge with the latest shipments of goods that Franklin is a little concerned that even though a year has passed since the construction of Luckfall's Library there is very little known about the surrounding area. It is common knowledge that they are making preparations to start farming the surrounding plains in order to become less reliant on trade and tolls to survive and the idea that a troll camp or hydra nest could be just around the corner is starting to worry the small leader.

    While there is no mention of a reward, there is talk about being provided logistics and supplies for the duration of the exploration period. Any adventurers interested should contact Franklin at Luckfall's Library for further details.

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