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  1. "People of Longacre! The time of your redemption is at hand. When the song of the Inheritor rises, you all must choose: live as complacent vassals of corruption and evil, or embrace honor and claim the glory that is your right. The Glorious Reclamation gives you a choice." — Lencia Visserene, Knight-Inheritor of the Glorious Reclamation After concluding the business of observing the sermon at the church square, Cimri does her best to round up the rest of her little posse and herd them back to report to Razelago at the Ash House.
  2. "Since the first days of the Worldwound, Kenabres has answered the call to action demanded by the coming of the fiends. We opened our gates to refugees despite the danger. We tracked down demons hiding in the guise of men and set them alight with righteous flame. Still, the tide of fiends never ceases. They surge pitilessly toward our shining border, that churning throng of creatures clamouring for virtuous blood. Kenabres is the bulwark behind which we throw our weight. The Wardstone is our shield and also our greatest weapon. As long as Kenabres stands, we will keep the demons trapped, and our crusaders shall ride forth and put an end to their foul existence." — Onevere Worin, City Defender of Kenabres . Weeks of preparation has finally culminated into the big event — Armasse is here! Traditionally an opportunity for scholars and priests to come together and study the lessons of history from wars past, this holy day has transformed into something more since Aroden's death, with new emphasis being placed on events like training commoners in weaponry, selecting squires for knights, and the ordaining of new priests being at the forefront of the event, along with jousting competitions, mock duels, battle reenactments and other festivities being held throughout a weeklong period. Here in Kenabres, Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral. Though yesterday's events with the mysterious tiefling and her group of cultists and children have left you a bit rattled, the arrival of the festivities have done well to lift your spirits and help you reframe your mind. You've been lucky enouh to get good spots to observe the opening ceremonies here near the cathedral's façade, which officially begins at noon.
  3. "Before you decide to make a career out of scavenging the various strange ruins scattered across Numeria, reconsider — for there are a great many things you may not be prepared to find out." — Gojan the Sharp, excerpt from Pathfinder Chronicles, Volume 3 . The next morning, dawn hits you with the chill of a Numerian late summer morning, crisp with dry light airs beneath broken but gathering clouds. Armed with some new alchemical weapons, and the high spirit of having indulged in some recreation at the Silverdisk Hall from the previous afternoon, you reconvene at the edge of Weeping Pond on the way up Black Hill Trail. The bitter stink of sulphur and other chemicals still pervade the air surround this small body of placid water, set into a crescent-shaped ridge of the bald escarpment that's devoid of vegetation. T'Sarra shows up sporting a particularly bright complexion, her hair seemingly having taken on a bit more volume and a kind of stringy frizziness. Val too looks as though she's recovered somewhat from her alcoholic binge the day before. The changeling Keshka is accompanied by Father Kyte, as well as her roommate Kathleen, who seems to be expressing concern for the young ranger as they make their last steps on the trek up. "Listen, are you sure about this Kesh? I mean, you just barely got better from your last thing..."
  4. ピレ (THE PYRE) After crossing Cougar Creek, it takes the group a little less than an hour to reach the their destination, first following Lost Coast road and skirting Ashen Moor along the edge of the coast, then skipping into a smaller path a bit less travelled when the main road turns south away from the water. The path winds its way around and up the side of a small hill, then down into a valley after passing what looks to be a hastily abandoned campsite, after which it finally opens up to the coastline once more as it ends in a small plateau at the edge of a cliffside. An archway of stone is set into the side of a small hill at the otherside of the plateau from the edge of the coast, overlooking the Varisian Gulf. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
  5. 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Round 2: Begin! Years 2037-2039 of the 99,803rd Era of the Imperial Calendar Round 2 will close on Sunday, February 25th. Announcements! Empire! 8 is moving to Myth-Weavers! Round 2 and all subsequent rounds will be hosted on this game-specific forum. Dice rolls should be made attached to your IC post, and must be given a name corresponding to the action they are for. Rolls with no name or ambiguous names will be ignored and considered invalid. Local trade guilds and regional business people begin to look at the bounty of trade beyond their borders with curious eyes. Player nations are given two extra rounds of leniency to acquire their capital region Desired Imports. Elect who fail to acquire their Desired Import will lose the support of their merchant faction at the start of round 6. The timer for non-capital regions remains unchanged. Discovery! Explorations, prospecting, and other news from afar Maps of Tekhum Tekhum Region numbers marked on the overall solar system map above indicate single-region natural and artificial satellites. New space stations and similar regions created during the game will be added to this map. Badal Commissioned by OpenGameArt.org. Sansar Space Needle sprite from . Firmament Not to scale. Aridyin Veehra Mekhala Distances not to scale. U.N.N.C.L.E.’s scouting party into the Eye of the Storm on Badal never returns, their ultimate fate unknown and unknowable, but agents dispatched by the Federation of Badalian Chaebols do return! Barely surviving the ripping winds, they spent a full day at the helm of their airship before finally breaking through into the calm and placid Eye. Their ship was gently rocked by regular pulses, and soon the source became clear: within the Eye, a massive mechanical creature like a great dragon flew in circles, its clockwork wings beating the air and whipping up the storm. Though the explorers were initially wary of the dragon, it approached their airship slowly, turning over to reveal the scars of untold centuries of exposure to the acidic clouds of Badal, before it ejected its enormous wings with two blasts of steam and allowed its failing body to fall to the surface below. With proper respects paid to the clockwork dragon, its wings were recovered and brought back to Neo Guleum, now owners of the last legacy of the mysterious creature. The Storm dissipates! FBC gains an Artifact: Artificial Wings! A pair of enormous clockwork wings. Salvaged from the failing body of an ancient draconic automaton, they are not only incredibly large but also remarkably compatible with contemporary technology and imbue vehicles with enormous speed. Reduces distance penalties by 2 (to a minimum of 0) on one action per round. Diplomats from Caipe Ushere are sent into the bamboo forests north of their capital, hoping to make contact with their more obscure neighbors. The reason for the obscurity becomes clear when the envoys are sighted by heavily-armed scouts and taken prisoner; evidently the locals are extremely unfond of outside influences. However, their silver tongues serve them well, and they are able to not only ensure their safe release but also gain the (perhaps grudging) respect of the local government. Caipe Ushere sends a diplomatic mission to Region 28, discovering a region with a Majority of Militant Xenophobia, 3 Trade Posts of Bamboo (Flora), a Desired Import of Specialists, and 2 units of native defenders! Caipe Ushere receives +1 to one Sway action in this region next round Coedd’s awareness expands. From seeds swept by the sea to the islands south of Coedd-place, the entity becomes conscious of new meat creatures and the enzymes they extract from local sea life. Coedd surveys Region 34, discovering a region with a Majority of Fanatical Xenophilia, 1 Trade Posts of Curative Enzymes (Medicines & Drugs), a Desired Import of Weapons, Armor, and Munitions, and 3 units of native defenders! Explorers from the Cerulean Kingdom travel eastwards to map uncharted lands. Hugging the coast, they encounter numerous city-states within the lush rainforest, who seem eager to trade with the expedition. In order to identify agents of each city, they have developed an advanced and complex system of heraldic uniforms, and the city-states offer their services in developing uniforms for the explorers too. The Cerulean Kingdom sends an expedition to Region 41, discovering a region with a Plurality of Pratibdhism, 2 Trade Posts of Uniforms (Fabrics and Textile Products), a Desired Import of Medicines and Drugs, and 2 units of native defenders! The Cerulean Kingdom receives +1 to one Buyout action in this region next round Hecaton Karcheras Katos leads an expedition to a distant asteroid “east” of Al-Miraya. He finds a relatively simple region, well recovered from the War of Eternal Bombardments, but not truly thriving, as the population remains low. Most noteworthy in his eyes are the unique beautifully embroidered textiles woven by the locals. The Llort Society Protectorate sends an expedition to Region 99, discovering a region with a Majority of Six Sisters of Pleione, a Minority of Cult of the Seventh Sister, 2 Trade Posts of Embroidered Fabrics (Fabrics and Textile Products), a Desired Import of Soldiers, and 3 units of native defenders! The Llort Society Protectorate receives +1 to one Buyout action in this region next round CASSIOPE surveybots move sunward from the Space-Kelp cluster to chart an unknown asteroid. They are met with a sort of haughty indifference, typical of the fashionistas who seem to have risen to economic prominence in the region. C.A.S.S.I.O.P.E. sends an expedition to Region 86, discovering a region with a Majority of Star's End, 1 Trade Post of Haute Couture (Luxury Goods), a Desired Import of Ores and Alloys, and 4 units of native defenders! C.A.S.S.I.O.P.E. receives +1 to one Buyout action in this region next round Growth! Expansion, development, unification, and similar forms of growth and prosperity The Kingdom of High Ishtahnos establishes a Confederation Claim on Region 67 The Wicklund Salvagers establish a Marriage Claim on Region 39 Statecraft! Cultural events, diplomatic overtures, foreign relations, and domestic affairs With each member of the Glorious Purifiers able to create a personalized paradise, hosting and impressing representatives is a trivial task. The Glorious Purifiers develop a new Cultural Identity: Courtship, which increases the die for Raise Reputation rolls to 2d8 The Glix are a mercantile people, and their Commonwealth recognizes that fact. The Combined Commonwealth of Glix develop a new Cultural Identity: The Business of Glix is Business, which increases the die for Buyouts to 2d8 Nadiratna has been at peace for centuries, and diplomacy rules the day. Nadiratna develops a new Cultural Identity: Rising Stars, which increases the die for Sway Faction rolls to 2d8 With their first true taste of Tekhum, the Dhaoine are nothing if not hungry for more. Eilif Dhaoine develops a new Cultural Identity: Voracious Acquisition, which increases the die for Coerce rolls to 2d8 The Bafatis Dynasty have always been traders and industrialists, and the reigning Duke continues this tradition. The Bafatis Dynasty develops a new Cultural Identity: Traders at Hearts, which increases the die for Buyouts to 2d8 The Usherets are known as a persuasive and articulate people - especially those who study articumancy. Caipe Ushere develops a new Cultural Identity: Pretty Words, which increases the die for Raise Reputation rolls to 2d8 The Castaways sprang forth from a mystery and devote themselves to its solution. The Castaways of the Loop develop a new Cultural Identity, which increases the die for Investigations to 2d8 Space must be Known, says the Llort Society. The Llort Society Protectorate develops a new Cultural Identity, which increases the die for Expeditions to 2d8 The Arkhive Æternal hosts the First Hexenniel Conference for the Liberation of Knowledge and Fostering of Growth in Sansar! All attendees receive all non-regional technologies contributed by all other attendees. The Iron Masquerade hosts the coronation of Nathan L’Othaire! The House of Fire hosts the Ascension of Esarhaddon III The United Houses of Senkar and the Eucrus Alliance formalize a Resolution of Non-Aggression BRG Sways the Media faction in Region 15 BRG Sways the Media faction in Region 38 BRG Sways the Media faction in Region 53 BRG Sways the Media faction in Region 94 Trade! Buyouts, trade routes, and other economic shenanigans With no expense spared, even to the extent of importing helium for extra lift, a fully independent new district is built in the skies of Neo Guleum. The Federation of Badalian Chaebols constructs an Arcology in Neo Guleum (Region 12), the Finance Capital of Badal! (bonus: Buyouts) Queen Ausiliatrice Vitelli oversees construction efforts to provide a new, grand arcology in capital of the Cerulean Kingdom. The Cerulean Kingdom constructs an Arcology in The Flowering Lands (region 42)! (bonus: UNDEFINED) CASSIOPE constructobots are dedicated to expanding and reinforcing the urban living areas within their territory, to better serve the visitors they research. C.A.S.S.I.O.P.E. constructs an Arcology in The Space-Kelp Cluster (Region 87)! (bonus: UNDEFINED) With the establishment of the Solar Trade Center project in Burtzlund, Queen Constance is the first to invest in Sansar’s trade links. The Arkhive Æternal and the Durats of Burtzlund form a Trade Route The Ethen Guard and the Dwarven Coalition have interests in common. Perhaps their new trade links will be the beginning of a stronger friendship. The Ethen Guard and the Dwarven Industrial Coalition form a Trade Route BRB buys out TP 2 in the Height of Utopia (Region 10) for Exotic Heavy Metals CER buys out TP 1 in Region 43 for Positronic Brains CUS buys out TP 2 in Erisdor (Region 32) for Fell Iron ETH buys out TP 3 in The Central Claims (Region 97) for Ice ETH buys out TP 1 in Region 67 for Corbomite FBC buys out TP 1 in Region 15 for Integrated Circuits MIR buys out TP1 in Region 55 for Mrazite Crystals RRE buys out TP 2 in the Reserve (Region 25) for Chitincraft Wargear SCM buys out TP 2 in Kildora (Region 73) for Silver Serpents SCM buys out TP 2 in Planum Khassia (Region 74) for Energized Chrysoberyl SEV buys out TP 2 in The Highlands of Ishtahnos (region 65) for Veehran Aurochs SEV buys out TP 2 in The Great Western Waste (region 62) for Todd UHS buys out TP 2 in Shiwa Yun (Region 6) for Electronic Edibles WIC buys out TP 2 in Region 40 for Salvaged Components WIC buys out TP 3 in The Reserve (Region 25) for Chitincraft Wargear WTU buys out TP 1 in Region 8 for Atmospheric Scrubbers AVP buys out TP 2 in Region 54 for Deuterium Treasure Gained ARK hoards 1 treasure BRB hoards 1 treasure ETH hoards 1 treasure HOF hoards 1 treasure SCM gains 1 passive treasure SEV gains 1 passive treasure WIC gains 1 passive treasure Faith! Conversions, organization, and other such matters of faith Avva’s sight intensifies, and the God-King sees fit to formalize his crusading doctrine. The Cloudburst Confederation Organizes the Cult of Avva, with a Size 5 Bonus of +1 to offensive ground battles! Coedd may pay little attention to her non-plant devotees, but she does pay more than zero attention. Through minor signs and debate, a more formal doctrine of plant-worship emerges. Coedd Organizes Coedd into Coedd, with a Size 5 Bonus of +1 to Investigations With two worshippers of Mother Serpent elevated to the Elect, points of doctrine must be hammered out. The Sorcerers of New Kildora Organize Mother Serpent into Cult of the Mother Serpent (Size 5 Bonus: +1 to Battle Rolls in Dust Desert Regions) For Science, Holy Space, and the Emperor! The Llort Society Protectorate Organizes the Imperial Cult (Size 5 bonus: +1 to Investigations) With the ascendancy of the Black Tower, the Iron Monarch’s promises of salvation are not merely doctrine but inarguable truth. The Iron Masquerade Organizes the Soulbound Dance into the Savior's Promise (Size 5 bonus: +1 to assassination and kidnapping) The Arkhive Æternal adopts Coedd as their state faith CBC introduces a Minority of Cult of Avva to the Reserve (Region 25) COE introduces a Minority of Coedd in the Reserve (Region 25) ILU introduces a Minority of Illuminated Primarch to the Arkhive Æternal (Region 46) SNK converts the minority of Peludo Mother Serpent in the Masklands (Region 57) to Cult of the Mother Serpent TWI eliminates the Minority of Soulbound Dance in Vesper (Region 58) by converting it into the Majority of Death’s Wheel Wonder Miracles and inventions, ancient relics, and spectacular undertakings Access to the records of the Arkhive is invaluable in research and deduction. The Arkhive Æternal creates an Artifact, the Library Card, which provides +1 to one Investigation per round The daughter of the late Bloodlord offers her father’s sanguine knife to the new Bloodlord in tribute. The Khylokian Reign of Blood creates an Artifact, kha-Ujin's Siphon, which provides +1 to one Sack per round Might! Military matters of all kinds, be it warfare or strategic developments The Illumined Utopian raises one Victolus to the rank of Admiral Legate! Rumors that he was the best of a lacking field of candidates are quickly denied. Illumined Utopian recruits a new Admiral, Legate Victolus (score: 7)! Victolus is able to deploy the tactical doctrine of Rapid Redeployment: +2 to Orbital Superiority Bonus Known for their forays into space-ground combined arms, Mata Vai is officially placed in command! The Eucrus Alliance recruits a new General, Mata Vai (score: 8)! Mata Vai is able to deploy the tactical doctrine of Point-Blank Ordinance: If Mata Vai is supported on the relevant Space Front by at least 1 space unit for every 2 units deployed on the Ground Front, +2 to Battle roll, +10% to Enemy Casualties. Allied units are not counted in this ratio. Victory in battle alone is not enough! The Radiant Republic of Erisdor recruits a new General, Aíne Uistein (score: 9)! Aíne Uistein is able to deploy the tactical doctrine of Boot of Liberty: On a TM success, may attempt one Impress action in the region where the battle takes place as a subaction of the battle Though more an engineer than a commander, Dr. Horace Thorn brings both insight and ingenuity to his new role as Admiral. The Dwarven Industrial Coalition recruits a new Admiral, Dr. Horace Thorn (score: 10)! Dr. Horace Thorn is able to deploy the tactical doctrine of Engineered Onslaught: +1 to battle, +10% enemy casualties Avva’s eye is ever-present, and the armies of the Cloudburst Confederation are quick to remind their foes of that fact. The Cloudburst Confederation recruits a new General, Olodolo the Faithful (score: 10)! Olodolo is able to deploy the tactical doctrine of Avva's Watchful Eye: On a TM success, may attempt one Conversion action in the region where the battle takes place as a subaction of the battle With both genuine skill (in Khylokian fighting, at least) and ensured loyalty, Khuid kho-Tuil is the perfect military leader for the new Bloodlord. The Khylokian Reign of Blood recruits a new General, Khuid kho-Tuil (score: 9)! Khuid kho-Tuil is able to deploy the tactical doctrine of Kill or Die Trying: +1 to battle, +20% casualties both sides Already prominent from the unification of the Reserve, Giomad of Fairnead prepares to bring his old tactics to the interplanetary stage. Eilif Dhaoine recruits a new General, Giomad of Fairnead (score: 8)! Giomad of Fairnead is able to deploy the tactical doctrine of Bleed them Dry: +1 to the battle roll, +10% enemy casualties In spite of what some claim is a lackluster strategic mind, Arni dei Fiori is ready to butcher his foes. The Fiorid Principality recruits a new General, Arni dei Fiori (score: 9)! Arni dei Fiori is able to deploy the tactical doctrine of Relentless Butchery: +20% to enemy casualties Void-Leader Seraphine is elevated to command of the Twilight League’s fleets. The Twilight League recruits a new Admiral, Void-leader Seraphine (score: 9)! Void-leader Seraphine is able to deploy the tactical doctrine of Master of Arms: +1 to battles for every two artifacts attached to the commander (minimum +1 so long as there is at least one artifact attached to the commander; maximum +4.) Turtanu-Ziqpu Ra'ima is elevated to command of the House of Fire’s fleets. The House of Fire recruits a new Admiral, Turtanu-Ziqpu Ra'ima (score: 8)! Turtanu-Ziqpu Ra'ima is able to deploy the tactical doctrine of In the Light of Chastising Stars: +2 to own battle roll Having studied space combat abroad, Captain Sekira is both capable of leading forces and working alongside his allies. The White Pawns recruit a new Admiral, Captain Sekira (score: 9)! Captain Sekira is able to deploy the tactical doctrine of Complementary Ideas: May choose another character who can lead this front and a TacDoc that character can activate (except Complementary Ideas). If this character wins Tactical Maneuvering, they activate the other character’s TD and add a +1 to this front's battle roll on top of it. If the commander using Complementary Ideas and the commander whose TD is being used are not controlled by the same country, the other country must send at least one unit to help the first commander in the battle and must explicitly commit the character whose TD is being used as a non-action. The second character is considered occupied as if they were also leading this front and must also roll for leader loss, but for purposes of bonus to maneuvering and battle roll etc., the character using Complementary Ideas is considered to be leading this front. Victory in a video game translates into victory in the battlespace, at least for Hǎi Píng! The Black Cloud Coalition recruits a new Admiral, Hǎi Píng (score: 10)! Hǎi Píng is able to deploy the tactical doctrine of Electronic Bombardment: On Tactical Maneuvering victory, total Orbital Superiority bonus for Ground Front applies to Ground Front Tactical Maneuvering rolls as well With possible threats on the horizon, Gralvin Station is rapidly fortified against all forms of attack. The Counts of Mirage raise a Fortress in the Masklands, Gralvin Station! Located on and inside the remote Mons Khassia, Fortress Khassia takes advantage of the great mountain's height to target orbital foes and protect deep underground bunkers. The Kingdom of High Ishtahnos raises a Fortress at the peak of a Volcano in the Highlands of Ishtahnos, Fortress Khassia! Eilif Dhaoine invades Region 24 What do you get before you have an army? Whatever it is, that’s what Clagath of Deargabh (Mil 5) sends across his borders, 1 unit with personal loyalty to him rather than the city states of the Reserve. Few stop to notice their lack of a cohesive uniform though as concentrated mass driver fire honed by generations of bug fighting move forwards. They are met with hordes of native defenders, easily more than quadruple the Reserve’s forces in raw numbers but not so well armed and without the Eilif Dhaoine’s inbred warrior instincts: the native commander (Mil 5) is no slouch and his effective military force (2 units) is greater than that of the reserve: Commander: Clagath of Deargabh (Mil 5) using Overwhelming Tempo (+2 to own battle roll, +10% own casualties, and -10% enemy casualties) The campaign is no different, in reality, from a bug hunt. And that’s what the Eilif Dhaoine do. They move from small engagement to small engagement, keeping their opponent reactive and on the defensive and successfully controlling the tempo of the war. Sure, doing that means they often don’t have time to hunt down those who feel, allowing them a chance to regroup, or even to provide medical aid to their own fighters. Fighting on so many fronts is natural to the Eilif Dhaoine - he’s used to coordinating multiple hunting parties - but the native commander’s resources and attention are overstretched and he’s not able to keep up. In a last ditch effort a small group of his most experienced warriors are dispatched to kill Clagane himself but when that fails the ground war is over, and with neither side attempting to battle in space, that means the war is over. ELD conquers Region 24! Local defenders lose 2 units! ELD loses 1 unit! Units Raised ALF raises 3 ground units and 2 space units ARK refuses the Imperial Court’s help and raises 0 space units BAF raises 2 ground units and 1 space unit BCC raises 3 ground units and 1 space unit BRB raises 1 space unit CAS raises 1 space unit CBC raises 1 ground unit and 1 space unit CER raises 1 space unit COE refuses the Imperial Court’s help CUS raises 1 space unit DIC raises 1 ground unit and 3 space units ELD raises 1 ground unit and 1 space unit ETH raises 1 space unit FBC raises 1 ground unit and 1 space unit GCC raises 2 ground units and 1 space unit GLO raises 2 ground units and 1 space unit HOB raises 1 ground unit and 2 space unit HOF raises 2 space units ILU raises 1 space unit ISH raises 1 ground unit and 1 space unit KRB raises 2 ground units and 1 space unit LSP raises 1 space unit MIR raises 1 land unit and 1 space unit MSQ raises 1 space unit NDR raises 1 ground unit and 1 space unit RAT raises 1 space unit RRE raises 3 ground units and 1 space unit SCM raises 3 ground units and 1 space unit SEV raises 1 space unit SNK raises 3 space units TEA raises 2 ground units and 1 space unit TWI raises 1 ground unit and 1 space unit UHS raises 2 ground units and 1 space unit UNC raises 1 space unit WIC raises 1 space unit WTP raises 1 ground unit and 2 space units Schemes! Coercion, betrayals, and spycraft Entrapped at the Coronation, the ruler of New Kildora is arrested and detained! The Iron Masquerade kidnaps Doomweaver Thalus, ruler of the Sorcerers of New Kildora! MSQ coerces TP 2 in Agbada (Region 52) for Sun-Kissed Maize Terror! Violence, upheaval, murder, and destruction Illumined Utopian fails an Inquisition in their capital, the Height of Utopia, upsetting their merchants and traders! The Mercantile faction in Region 10 becomes Open. Coedd fails an Inquisition in their capital, Coedd, terrifying the non-Coedd traders of the island! The Mercantile faction in Region 33 becomes Open. Organizations! The Imperial Court The Imperial Court thanks all those who have contributed to the current project of the Imperial College, both in access to records and more substantial research assistance. BAF has contributed one fluff piece. CUS has contributed one fluff piece. ELD has contributed one fluff piece. GCC has contributed one fluff piece. GLO has contributed one fluff piece and one action. HOB has contributed one fluff piece. ILU has contributed one fluff piece. ISH has contributed one fluff piece. LSP has contributed one fluff piece. MIR has contributed one fluff piece. MSQ has contributed one fluff piece. UHS has contributed one fluff piece. The Arkhive’s contribution raised certain… flags. Imperial cognitohazard containment teams have been working around the clock. No contribution has been recorded from ARK. Despite their promises, the Dwarves failed to deliver. No contribution has been recorded from DIC. Though the notes delivered by Nadiratna were of some interest, there was insufficient substance for extended research. No contribution has been recorded from NDR. The project is now at 2 out of 5 actions. The Empire appreciates the diplomatic outreach of the following… CUS rises to EMP Rep 1. TEA rises to EMP Rep 1. WTP rises to EMP Rep 1. WIC rises to EMP Rep 1. Although the Nadiratna are perfectly polite, they fail to make any impression on the Imperial Court. NDR remains at EMP Rep 0. Pan-Tekhum Worker’s and Trader’s Union The First Union Bank has recorded the following loans… BCC has accepted a loan for 4 Treasure. CAS has accepted a loan for 3 Treasure. CUS has accepted a loan for 3 Treasure. ILU has accepted a loan for 3 Treasure. KRB has accepted a loan for 4 Treasure. LSP has accepted a loan for 3 Treasure. MIR has accepted a loan for 3 Treasure. NDR has accepted a loan for 4 Treasure. SCM has accepted a loan for 4 Treasure. SEV has accepted a loan for 3 Treasure. SNK has accepted a loan for 3 Treasure. TEA has accepted a loan for 4 Treasure. TWI has accepted a loan for 4 Treasure. WIC has accepted a loan for 3 Treasure. NDR has accepted a loan for 4 Treasure. RAT has accepted a loan for 3 Treasure. UHS has accepted a loan for 3 Treasure. CBC has been granted a loan for 3 Treasure, but is being watched carefully. ELD has been granted a loan for 4 Treasure, but is being watched carefully. The following loan applications have been denied. GLO has been refused a loan, due to their blatant and open plans to defraud the Union. They are no longer eligible for the offer of loans. The Union respects the solidarity shown by the following… RAT rises to WTU Rep 1. SEV rises to WTU Rep 1. WIC rises to WTU Rep 1. The Durats have been kind enough to provide a place for the Union on Sansar, and the Union is grateful. RAT gains 1 Favour and 1 Rep with WTU, bringing them to Rep 2. Burtzland (Region 50) now contains a WTU base. Perhaps one day, CASSIOPE will make the Union’s mission obsolete. For now, they provide it a home. CAS gains 1 Favour and 1 Rep with WTU, bringing them to Rep 1. The Space-Kelp Cluster (Region 87) now contains a WTU base. The Basu-Rahman Group The Basu-Rahman Group accepts a favour owed from Coedd for an unknown, mysterious purpose… MSQ rises to BRG Rep 1. A new subsidiary has been formed: Azure Media, catering to the region of the Cerulean Kingdom. They look forward to getting to know the locals. CER gains 2 Treasure and rises to BRG Rep 1. Aurelia Soundscapes has come to the Glix, promising a wealth of information in sonic form. No Sweeter Sound. GCC gains 2 Treasure and rises to BRG Rep 1. Renown The heart of the Bafatis is found in trading. BAF rises to Renown 2. Whispers of a place you can go to rest from your labours in Mekhala have become more than just whispers. CAS rises to Renown 2. The Cult of Avva is known to all. CBC rises to Renown 2. Is the Arcology of the Cerulean Kingdom blue? CER rises to Renown 2. There are none who can doubt the boldness- or hunger- of Eilif Dhaoine. ELD rises to Renown 4. All is Coedd. Coedd is all. COE rises to Renown 2. The beating heart of Badalian finance rests with the Federation of Badalian Chaebols. FBC rises to Renown 2. Actions may speak loudly, but words are not to be underestimated. CUS rises to Renown 2. There is no business like Glix business. GCC rises to Renown 2. No ship is quite so beautiful as a Courtship. GLO rises to Renown 2. Fortress Khassia towers over the landscape of Veehra. ISH rises to Renown 2. The Llort will bring the light of the Emperor to all of Tekhum. LSP rises to Renown 4. Gralvin Station does not, precisely, tower, but it still looms large. MIR rises to Renown 2. Do you fear to dance the Soulbound Dance? Perhaps you should fear not to. MSQ rises to Renown 2. If you are looking for diplomacy, you’d do well to look to Nadiratna. NDR rises to Renown 2. Detective Todd is on the case, and so are the rest of the Castaways. SEV rises to Renown 2. The Mother Serpent watches over all. SNK rises to Renown 2. Bonus Renown is no longer available on Badal for the Construct Arcology. Bonus Renown is no longer available on Sansar for the Create Cultural Identity, Construct Arcology, or Organize Religion actions. Bonus Renown is not available for countries on Sansar that win a battle. Bonus Renown is no longer available on Veehra for the Create Cultural Identity, Organize Faith, Construct Arcology, or Raise Fortress actions. Bonus Renown is no longer available in Mekhala for the Create Cultural Identity, Construct Arcology, or Organize Faith actions. Other… One of the typewriters of the Globe is found to have output three hundred pages consisting entirely of the repeated phrase “love labor lwoosnt” before returning to the usual gibberish, and argument over the significance of this message has totally consumed the Merely Players. The Merely Players cease to be a player country. Region 98 becomes an unowned region with 2 units. CEO Nyull of the Et Cetera Trading Company has mysteriously vanished. Though not an event without precedent, her absence is more prolonged than usual, and panic seizes the shareholders. Transmissions from Et Cetera HQ indicate total chaos, with various undead organizing into company hit squads and powerful shareholders fighting in the streets. The Et Cetera Trading Company ceases to be a player country. Region 91 becomes an unowned region with 2 units. In the wake of the near-decapitation of their leadership, the Bironain Bulwark looked to Archknight Yanij Argon for leadership. Unfortunately, certain knights already feel his leadership is ineffectual. Now that he has been assassinated by his Bironain enemies, beheading the Council yet again, his potential or lack thereof will never be known. The Bironain Bulwark ceases to be a player country. Region 17 becomes an unowned region with 5 units. A Sansar oceanographic survey reports bizarre seafloor geography in the waters south of Burtzland. The edge of an enormous circular basin, clicking with radioactivity, almost perfectly tracks the coast from [Region 51] to [Region 34], and stretches as far in the opposite direction, approaching within a few hundred klicks of [Region 28]. Though the object which caused the crater is uncertain, possibly vaporized on impact, the survey indicates that the impact occurred less than two thousand standard years ago. Not only that, but based on the area’s seafloor geology, it appears to have landed on and annihilated an ancient landmass - surely a sobering thought for the inhabitants of Sansar.
  6. Introduction Welcome to the show! Keep your in-character responses and rolls here, in this thread. Check the thread for precise information on the setting, purpose, and how to post. Enjoy! Aboard the Orien Express As the moon climbs its lonely path towards its zenith, casting an eerie silver glow over the fractured plains of the Mournlands, a land rife with the scars of its not-so-distant past (bombed-out craters, trenches, ruins, leftover warmachines and equipment, etcetera), a Lightning Rail slices through the desolation likely a brightly lit beacon providing mercy from the all-oppressive dark; the enveloping mists that make up the Mournland's border are no match for the arcane crackle of the engine, a testament to Orien ingenuity; indeed, the train's rhythmic rattle is a defiant counterpoint to the deathly silence of that which reigns outside; it is a pulse of life in a land consumed by shadows and aberrations. Beyond the windows, skeletal tress claw at the sky, their branches twisted in agony, while jagged rock formations scar the landscape in remembrance of the shattering provided by the Day of Mourning. The wind outside whistles an ominous dirge through the ash-choked canyons nearby. Inside the passenger cars, however, a vibrant energy thrums, in great juxtaposition to the desolation outside. Laughter rings out, quiet contemplation settles in. The soft glow of magical lanterns paints travelers, merchants, and adventurers alike in a warmth the likes of which they are all thankful to share. Even the presence of armed guards, their faces stern and watchful, does not dampen the tension or excitement. You see, for those aboard, the train is more than just a transport — it is a sanctuary; a moving haven of life cutting through the dark, speeding away from civilization, from Sharn, towards the wide-and-open unpredictability of Oakhurst, their frontier destination. You are: Aboard the Orien Express, having left Sharn with a destiny set in Oakhurst within the Mournlands. Your character's purpose and place are for you to decide! Things to consider: Why is your character heading to Oakhurst? Where are they on the train? What did they bring with you? How do they feel about the increased security presence? So long as you can abide by the DO's and DON'Ts in the Pregame Guidelines, feel free to add whatever elements you deem necessary for the purpose of scene-setting or general RP.
  7. This is the current active game play thread for Lucas Stirling. Unless invited by or , please do not post here. January 28, 2022 - Cold and Overcast, Light Snow throughout the day The streets of New York were cold and frozen. Light snow had been falling since dawn, adding a white frosting to the concrete and pavement of the city that made it glisten and shine like a rare gemstone in the early light of the morning. It was the first snow in almost a week, and had little impact on the amount of traffic filling the streets in the morning traffic. Outside of the office door of Lucas Stirling, a small box sat. It was wrapped in plain brown paper and twine, with a simple handwritten message on the top that read: L. Stirling PRIVATE! The other tenants of the small office building had ignored it for the most part, although a small post-it note had been stuck to it admonishing that packages are to be dropped off in the mail room for pickup, not the halls. Everyone in the building new that that would have come from the small marketing firm that dominated the third floor of the building.
  8. The Village of Outsmuth, Beach - ~1pm A three-hour ride through the less placid parts of Navel Lake is... rough. Speed is certainly Jan's specialty and even those who have been on a boat before realize why the merchant vessels of the Lake tend to stick to the coastal waters. Jan constantly has a foot on the rudder, making adjustments as the inner-lake currents shove the little boat back and forth. But, ultimately, with some small talk and a good magical breeze, you're jamming the keel of the boat into the sand. "Outsmuth doesn't have a proper dock, just a few small private fishing piers. So I'll be 'round here for a day or three. Job like this has me stick," suddenly he takes a long draft of water from a flask on his belt and hard pant after, "around as an emergency escape, too. These trips take a lot out of me. Please don't need me for the next few hours." Jan, his breathing more ragged as visible flits of electricity jitter out his nose with each breath, flops onto the sand and pulls his hat over his face. Nap time for him, work time for the rest of the group. --- Outsmuth is a quaint little village. There's enough life and liveliness as you walk in from the beach to see other traveling folk and merchants are not entirely out of place. Given the size of the village, it's not difficult to find the bulk of shops. You do even spot one unaffiliated adventuring group - at least judging by their stuffed backpacks and mismatched gear - moving between what's labeled the inn and the general store. Neither have a fancy name, just simple plaques. With a stable attached to the inn and little else in the town that's likely relevant, it's likely as good a place to start as any other. Unless beginning the hike west immediately is preferable.
  9. - Fair Fortune Livery The evening passed without comment, no raids on houses, not even any announcements. In the public houses there were more quiet whisperings and distrustful glances but life seemed to continue as normal. Rexus was at the Fair Fortune Livery as soon as curfew broke waiting. He was wearing similar though less bloody clothes as the day before and was pacing nervously. As soon as he saw people arrive a relieved smile broke out on his face. The building itself was an aged stable. It leaned slightly to one side and its roof was precariously propped up by worn wooden walls. The air around the building reeked of urine. Peering in through the doors barely hanging from the frame, you can spot the 13 horse stalls filled with broken desks, scuffed tables and torn chairs. This discarded rubbish was in turn covered with a healthy layer of dust. Toward the back where the dim light of morning barely reached you saw some space that was walled off with a grate as well as what appeared to be offices toward the back of the building. OOC
  10. "Not more than a year after starting my service, my regiment was on patrol in the east Menador Mountains. A gang of brigands set off a landslide, then tried to pick us off while we dug ourselves out. We beat them back, but old Captain Kercerri caught a spear through his leg. We got out of there, but the captain never quite recovered — you could see it in his face, in the way he hunched when he walked. Months later, I woke up in the barracks one day and found the captain was gone — 'walking the Longacre,' they said. From my bunkmate's look, I assumed he'd died, passed on from some sick that takes old officers. 'Worse,' she told me. 'Retired. Headed off to the fields of weak drink and regret.'" "That’s when I realized there are worse fates than dying in battle. Longacre's one." — Viedman Linclair, Doomseer Company, Chelish Army Longacre Longacre. A town of should-have-been heroes, a dumping ground for the used and abused. Easily overlooked in its quiet, charmless corner just outside the fringes of the Whisperwood, it is a place where many grizzled old Chelish army veterans have settled, and where other folk go to slip away from the public eye. Unlike so many rural crossroads, Longacre girds itself in faded military trappings, the worn uniforms and tarnished regalia of hundreds of former soldiers caught up on both sides of the war that cast their nation into the grip of diabolism three-quarters of a century ago. This, is where the story of many have come to their ignominious, uncelebrated end... ...This, is where your story begins. — Evening. A few lights shine in the streets and windows, and the occasional snippet of conversation or laughter issues from open doors, but here on the outskirts of town, the night is quiet and dark. Sparse clouds scud across the sky, momentarily obscuring the dim light from the moon overhead. Across a scrubby field, barely distinguishable under the starry sky, a darkened, fortlike compound haunches in the distance. Cimri, a sharp-tongued hellion with a penchant for drinking and long knives, points toward the dim structure. Word is, she's recently gotten involved with some shady, if powerful and affluent strangers. That's how you got enlisted for this job — shaking down a profitable, and otherwise respectable local tannery for her latest employer. According to Cimri's employer, the tannery's owner Jabral Louslik hasn't been paying his taxes like a good, law-abiding citizen should. Cimri swears she hasn't been told any more than what's been disclosed to you, but chances are, your gang's pay is likely going to be tied up in whatever you manage to steal. The pay that's been promised you is a hundred gold apiece. It isn't much, but perhaps the real prize for pulling off the job smoothly is the chance to meet and make a good impression on Cimri's employer, someone by the name of Razelago. You yourself have never heard the name, but Cimri is convinced that her new boss is loaded and has some serious connections out of his back pocket — perhaps even including ties to Longacre's government. "That's it — Louslik Tannery. Here's the job: We break in, sack Ol' Louslik's office, take whatever's shiny, and get out before the sheriff shows up. If we get separated, meet back at the Ash House by dawn." The Ash House is an abandoned and half-ruined manor across town, something that's inspired dozens of local ghost stories. Dull moonlight glints across her dagger as she flicks it in emphasis. "If you get pinched, remember: you're mute. Keep your mouth shut, and I'll handle things. I got assurances that we won’t take any blame if things go south. Get chatty and I'll let you rot." A beat passes and her usual crooked smirk appears. "If you don't screw things up, we'll all be drinking on Razelago's coin come dawn. Let's go." (( Before we begin, you are each entitled to one single skill check, retroactively applied to represent reconnaissance done around the tannery, prior to meeting up with Cimri at the moment of campaign start. ))
  11. Escape from Waterdeep harbour CHAPTER TWO Sloop aka 'Sweet Pea' ... sea ship ... single mast Caravelle The dark mist of the stormy night over Waterdeep harbour shrouded the wind blown choppy waves and intense pockets of rain, lightning and thunder booming every now and then. The storm surge brought seaweed from far out to sea back onto the coast, and even into the sea harbour of Waterdeep floating around in small mounds extending around the bay. A longboat with an oarsman rowing out into the harbour pulls gracefully through the tide in the storm, long swift strokes carry swimmers dragged behind and one who swim's to guide the boat ahead. For in the gloom all eyes look ahead of the boat searching for the lantern in the darkness illuminating the 'Sloop' and their next destination. It is a ghost light which peers through the gloom of the night storm... like a beacon it guides the crew towards a single sail Caravelle, as it comes into view in the storm. The 'Sloop' has a special role in a larger fleet of ships, as a messenger ship... a diplomatic ship. Flying proudly in the wind at the top of the mast is a black and silver Lords of Waterdeep diplomatic flag. Two rough looking 'sailors' appear on deck as the longboat Grusk has been pulling comes into view. They recognise the longboat, and the tarp... and then they spot the Bosun swimming under the ship. But they don't recognise many of the other crew onboard the longboat... they relax when ms.Blueblood appears in the water near the Ship. ...
  12. 1800, Saturday March 30: Deltaville The weather was decent on a spring Saturday evening in coastal Virginia. The news over the last couple of days was talking about a rise in flu cases that was out of the ordinary since it was March. But in the aftermath of COVID-19 no one was going crazy of the flu anymore and the media was not trying to weaponize it for political gain either. For those following independent media, there was talk of it being another of those bio-engineered virus again. However, the average folk and main-stream media were not jumping on that bandwagon yet without more evidence. But there was no doubt that this late in the season strain was more virulent that previous years even if it was only slightly more severe in symptoms than average. On General Puller Highway leading into the heart of Deltaville, was DeltaPie () a place where great food, wine, and beer is a tradition. In addition to their pizza menu, DeltaPie had many great food products that complemented their pizza, wine, and beers. They featured a diverse selection of palate-pleasing teasers – cheeses, cured meats, fabulous crackers, spreads, dips, nuts, chocolates, and local products. They had limited seating available in addition to on-premise beer and wine. The place was fairly busy with about 10 total customers waiting in line. There was a TV playing and the local announcer was talking about a couple of crazy students at the nearby community college (Rappahannock Community College) running around without their clothes on. The on-site news reporter talking with the broadcaster was trying to dismiss the incident as college pranksters, but the interviewed citizen witness (a man wearing a flannel shirt and ballcap) shook his head. He interjected, "You are not listening. That dumb bitch started complaining about insects crawling all over her body before she ripped her clothes off. Then she tried to bite me!" The station cut away from the on-location interview, staying with the in-studio broadcaster and her male companion as they dismissed the man as being some hick or rural rube that was prone to exaggeration. A few of the other patrons were paying attention to the TV and the started checking their phones.
  13. The attic of the tavern holds many books. The walls are completely lined with them. A few small lights hung from the ceiling, illuminating the titles of each book. In the middle of the attic sat several chairs, with a table in the middle. Off to the back of the wall was another three chairs, spread out across the shelves, each with their own small tables. This place is quiet, nothing can be heard from downstairs and the books are in alphabetical order by name, not author.
  14. The tavern is bustling with all kinds of creatures. Some have arms coming from all over their body, others don't seems to have arms... Or a body. The tavern is a very lively place and the barkeep hands out drinks faster than people can order them. The waiters trays look as if they could fall any moment. Who knows what friends, or enemies, could be made here?
  15. "The tolls were great. Never before have men crossed land and sea from every corner of Avistan to fight a war for the very survival of Golarion itself." — Mico Crassina, "The Mendevian Crusades" . Kenabres. A city of glory, yet not one of spotless virtue. Countless Mendevian Crusaders have ridden out from this bastion to say unspeakably more demons in the Worldwound, many such have been carried back upon their shields to be interred within the catacombs beneath the Cathedral of Saint Clydwell. Numerous camps of crusaders come from all across the continent to defend the world against the demon hordes of the Abyss. Many of these crusaders are indeed pure of heart and noble of spirit, though others are little more than fortune-seeking mercenaries. Still, few can deny the deeds that Kenabres and its denizens have committed, since the death of Aroden and the first days of the opening of the Worldwound, and the steadfastness by which her knights continue to answer the call, through four crusades spanning decades of fierce battle against fearsome fiends of every conceivable stripe. It is here that our story begins. For weeks now, excitement has been building in Kenabres — Preparations for Armasse have been taking place, providing a boost in morale and bringing rare smiles to the faces of city folk that are normally marred by downcast eyes and furrowed brows. While traditionally the holy day represents an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden's death it has taken on more emphasis on training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival takes place tomorrow on the 16th of Arodus, and is eagerly anticipated by all, for it provides much needed distractions from the horrors of being on the front line of the war. Here, in the middle of the bustle, a day before the big event, you find the Honeyed Blackmoor Café. Just a couple of blocks outside of Warehouse Square in New Kenabres, the establishment sticks out almost like a sore thumb against the backdrop of the flat roofs and drab coloured stone walls of the numerous warehouses and other trade oriented buildings nearby. The wooden walled building sports a hipped roof shingled with clay tiles, their deep azure blue contrasting with the brightness of the beech panels between reddish brown posts and beams, perhaps as a way of paying subtle homage to something of grandeur in faraway Tian Xia. The fragrant aroma of delicious drinks and delicate snacks fill the air. Though while that certainly makes for a delectable suite of culinary offerings, many who have come to know the place understand that the real selling point is the serving girls themselves, and the company and conversation they provide to oft a lonely soul, barely hanging on to sanity from the ravages of an atrocious war.
  16. Previously... Thrushmoor. A town on the shoreline, the seat of Versex County, and the closest symbol of civilization to Briarstone Isle. You and the remaining survivors of the horrors within Briarstone Asylum have successfully made your way to this place, only to be greeted with yet more unsettling news: the Count is missing, as are the majority of the leadership in the town. Disappearances of the townsfolk are a nightly occurrence, strange ghosts are said to wander the streets at night, disturbing murals reminiscent of the places in your nightmarish dreams appear in black charcoal on the walls of buildings, and the weather is as dismal as ever. Your team has already discovered that a cult thrives in this town. A cult devoted to an Outer God, of all things. Hastur, the King in Yellow. You've heard their dread name before, whispered in fearful tones by the Ratling Ratch Mamby, as he told you about the unspeakable master of the creature known as the Tatterman. A creature which you barely managed to defeat in order to escape from Briarstone. Amidst evil druids, ambushing cultists, and an ever-suspicious and fearful mob of townsfolk watching your every move, you uncovered that you were once in the employ of Count Lowls himself as a squad of ruffians and hired muscle. Now that you're presumably free of that service, you aim to set things right, and thus find yourselves now in the bowels of the corrupted Fort Hailcourse, where the militia have been turned into Juju Zombies and their numbers swelled by the addition of Skum, numerous Oozes, and a concerningly slippery and dangerous shapeshifter... Michael's thunderous response to Jack's musket heralds the swift doom of the second Skum. With two of its comrades so quickly dispatched and no way out, the last remaining creature hurls itself at the grimly grinning Duergar, who seems completely indifferent towards its presence. The Skum manages to sink a few claws past Murdir's armor, yet even this seems to hardly register with the dark dwarf as he instead queries the room for the unseen human voice. His dedication to inquiry pays off. A faint, but audible voice pipes up from the farthest cell. "Me! I'm Sholn!" The voice is unmistakably that of a somewhat young male somewhere in the same age group as the bereaved sister who asked you for help yesterday. "Please! Please don't leave me here!" the voice begs. "I don't wanna end up like the others!" The last visible Skum falls where Michael smote it with his elemental lightning. There are no other enemies present for the moment, though you might still hear the occasional clank of armor up and around the corner of the stairs that Jack is guarding. Clearly the zombies haven't intended to leave you a clear exit just yet, but at least they're leaving you alone for now! ...which might be a cause for concern if you can't get out of this basement. "Th-the cultists..." Sholn's voice quivers noticeably as he tried to speak, eyes still wide-open and locked firmly on the smoking Skum corpse on the floor. "C-cultists would... they..." In the end, all the poor lad can do is glance over and point shakily at the unopened jail cell next to him. A smear of half-dried blood can be seen on the flagstones under the locked door. Meanwhile, outside... "I've been tracking signs of folk meddling with things that should not be meddled with. Someone's knuckles need a good rapping. I'm a combat wizard. Anyone comes at me better enjoy hospital food or have their headstone already picked out. So, Lady, as succinctly and as close to the point as possible, tell me everything while we walk." Having said this, she starts striding towards the church, in a manner which if done in a crowd, would be shouting 'Get the hell out of my way, Asshat'. In the meantime she is trying to recall everything she knows about Star Spawn. Winter takes this newcomer in fairly good stride as she falls in step with the confident wizard. "Very well, Eilidh. I'll be glad to have extra help wherever I can get it, as long as you're aware of the risks. It seems the cult in question is one devoted to the Outer God Hastur. You may know them better by their moniker 'The King in Yellow.' What the cult's intentions are have not yet been made fully clear, but what is clear is that they intend to use most- if not all -of this town as an offering or some similar means to a grand end of their own devising. I arrived here with several other members of the clergy and some officials of Ustalav to investigate one Count Haserton Lowls for rumors of extraneous occult meddling and other unsavory bending and breaking of the rules. Lowls is long gone, it seems, and in his place the seat of his rule has been overrun by these cultists. I sense that the two events are intertwined, but have not been able to ascertain the nature of that twining due to being trapped in an asylum on a nearby island by some form of extra-dimensional power. The people who have infiltrated that fort ahead of us were instrumental in aiding myself and the survivors of the ensuing madness in the Asylum in our escape, but they have since charged ahead to deal with the cult head-on. Based on what the town's local investigator has told me, I fear they may have finally bitten off more than they can chew." The fort is very near now. The parapets are notably devoid of guards and the heavy front double doors hang ajar. Winter's face is grim as she approaches, a dagger flashing in her hand. "Be on your guard, Eilidh. We know not what we might find in here." So saying, the priestess takes the lead and ventures through the front doors.
  17. 2nd day of the 3rd Ride of Uktar Gathering your gear, you follow Bettargh back through the halls of Ironaxe and down the steep ramp, through the Hall of Portals and the Hall of the Pool, where to your satisfaction, the waters yet remain stymied and the center column and pool seem somewhat dryer. You soon reach the hidden chamber where you'd left behind Myali. The large green and mottled brown mound of a hound, half the height of Bettargh, seems tired and weak, though clearly happy to see it's companion Qwynn once more. It lethargically rises to great your arrival, moving to Qwynn with tongue out in a clear sign of thirst. You sense, as Qwynn knows, that a day without drink or food would not so dampen Myali's mood and though the lonely darkness might have played part, it is the unnatural nature of the Halls that is the most likely culprit for the dampened spirits. OOC Note 1: Light Sources: Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) Party Spell Effects: [For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
  18. This is the currently active in game thread for William Enskraft. If you have not been invited by or , please do not post here. This story continues from:
  19. This is the currently active game thread for Enhola Gaye. Unless invited by or , please do not post here. Previously on : At the quote of her mother's saying Marygay interjected, "Well, contrition and obvious regret are better to show than nothing." As it became obvious that Ehnola was trying to get off the call, Margay also gave her goodbyes and hung up. A few hours after dinner, as she was thinking about turning in for the night, her phone suddenly rang, jerking her from her own thoughts and causing Gaeloraxus to swear at her as the Craftingi dropped from her hands. The number on the display matched that of the Plaza del Tirio. Posting Rate: Normal ; Jun 14 '23 at 9:15am. Ehnola Ghaye (Lola Montez) Sheet: Gender: Female Race: Human Height: 5'8" Weight: 135 lbs Age: 22 Date of birth: 01/01/2000 (1 minute past midnight) Place of birth: Cannock, Staffordshire UK Enhola reached for her phone and answered the call "hi is that you Mary"? Mary sounded more factual than from the first time they had met so Ehnola was merely exercising caution. I am in a better place right now. ; Jun 21 '23 at 1:44am. A voice, heavily distorted and twisted yet somehow still perfectly understandable, said, "Your service is required. Meet at <some address in Alphabet City near the park> within forty minutes." Without waiting for a response, the line disconnects. Ehnola knew that that effect had to be done via magic and Gaeloraxus hisses, "Well, that's suspicious..." Posting Rate: Normal Ehnola Ghaye (Lola Montez) Sheet: Gender: Female Race: Human Height: 5'8" Weight: 135 lbs Age: 22 Date of birth: 01/01/2000 (1 minute past midnight) Place of birth: Cannock, Staffordshire UK Enhola places the handset down and replied to her inner demon "indeed it is, we had better be on our guard" she says and prepares to leave. OoC: Would Ehnola have a handgun of some sort? nothing fancy but something there just in case. I am in a better place right now. ; Jul 12 '23 at 1:25pm. Roughly 35 minutes after the call Ehnola stepped out of an Uber in front of a non-descript row of brownstones. The basement of each building was a store of some sort or an empty storefront for rent. It was late enough that even the active stores were mostly locked and dark. The sign for the basement business of the building that Ehnola found herself standing in front was buzzing incessantly, it's crafted neon directing traffic down the half dozen steps to Bezo's. It appeared to be a rather ramshackle and overstuffed bodega. The windows of the likely apartments that filled the rest of the building were mostly lit from within, but obscured by closed blinds or drapes. From the shadows around the bodega entrance, Ehnola heard a soft whistle. With some trepidation, recalling the last time someone whistled at her, she tried to peer into the dark. Marygay was waiting there for her, dressed in tight fitting dark blue material with a hood pulled up over her hair. Posting Rate: Normal Ehnola Ghaye (Lola Montez) Sheet: Gender: Female Race: Human Height: 5'8" Weight: 135 lbs Age: 22 Date of birth: 01/01/2000 (1 minute past midnight) Place of birth: Cannock, Staffordshire UK Enhola uses her powers to protect herself with invisible armour (Ephemeral Shield ) and then enters the shop, a smile spreads from the left side of Ehnola's mouth as she takes in the sight of Marygay "wow, you look amazing" Ehnola says. The figure-hugging dress was certainly top-draw stuff, Ehnola was going to have to keep focused in order to survive. I am in a better place right now. ; Jul 4 '23 at 1:50am. Marygay spared Ehnola a small smile and stopped her before she opened the door. "You don't look bad . This guy is a low end mover of enchanted items. You seem to have a flair for persuasion. I need your help to find out who his main supplier is. Can you do that?" Posting Rate: Normal Ehnola Ghaye (Lola Montez) Sheet: Gender: Female Race: Human Height: 5'8" Weight: 135 lbs Age: 22 Date of birth: 01/01/2000 (1 minute past midnight) Place of birth: Cannock, Staffordshire UK Enhola wore a figure-hugging dress that was most likely too short, she showed only a little cleavage though as she did not want to look trampy. The outfit was augmented with stockings and suspenders, a black clutch and some perfume she had been brought as a gift. It was not overly expensive but not cheap, Ehnola had done her own hair and it was not half bad. Giving Marygay a wry smile she said "yes I can, just so long as I do not have to sleep with him, I do not do men" she said with a distasteful look. I am in a better place right now. ; Jul 8 '23 at 8:10am. Marygay nodded and said, "I doubt it will go that far. Hopefully just dropping Tiro's name and the threat of reporting him to the Guardians will be sufficient, unless you have another idea. He's Free Council, so likely a wildcard. Just in case, how well can you fight?" Gaeloraxus hissed, "There is no real power here, or I would know." Posting Rate: Normal