Raskine, 860 DV (First Month of Spring)

Apr 21, 2017 12:17 am
1st of Raskine
First month of Spring

Region Map: The Borderlands of Eastern Jeres
Kray, Talius, and Thorn leave Caerllon the day after Reverence, beginning their journey to meet Lord Viscount Nemes Zaituc (LINK), also known as the Capcaun. Ivor and Qiu have been staying with Zaituc for about a week at his longhouse.
Apr 21, 2017 12:17 am
2nd of Raskine
First month of Spring

Region Map: The Borderlands of Eastern Jeres
Kray, Talius, and Thorn meet briefly with Cullan at Melig Trade, then press on to camp outside of Low Creek. Chief Rine of the Bardh Clan lets them stay in the loft of a stable house, a luxury during the storm that night. The Baron's Ranger, Capulet, who is competing for Dannein warrior recruits with House Mercon, is spotted outside of Rine's Camp.
Apr 21, 2017 12:18 am
3rd of Raskine
First month of Spring

Region Map: The Borderlands of Eastern Jeres
Kray, Talius, and Thorn leave their horses with Chief Rine and set out for Fish Point (Baoill) before sunrise, heading east on a foot trail. On the way they they found passage at the Dunaigh camp, by raft across Lake Azan, from an old fisherman named Deach. They arrived at Fish Point (Murrough Clan; Chief Padrig) late in the afternoon and joined a small camp cook with Baraide, Culpon, and some of Baichan's sons, enjoying an early dinner of grilled drakk eel.

The three travelers meet their guide Ruacht and make their way toward Zaituc's camp as the sun begins to set in the Drakkenmire (weather similar to Georgia/South Carolina in the U.S.). Ruacht discerns that they are being followed, and a brief, non-lethal battle ensues with some young warriors sent by Riocardo (Murrough Clan) to spy on Zaituc. The young warriors are allowed to follow them to Zaituc's, where they are allowed to see only what Zaituc wants them to.

Kray, Talius, and Thorn meet Ivor and Qiu at Zaituc's longhouse; introductions are made all around. Everyone enjoys a night of partying in the warmth of the longhouse with good company, drink, smoke, gambling, and plenty of gorgeous women to go around.
Apr 21, 2017 12:19 am
4th of Raskine
First month of Spring

Region Map: The Borderlands of Eastern Jeres
Kray discusses smuggling business with Zaituc, who has some stellar goods and wants to establish a new smuggling route from Fish Point, through Low Creek, to Melig’s Trade, then finally through the gate at Caerlleon, where House Mercon can mark up the prices as they see fit, fencing or moving the goods at their leisure.

Zaituc tells Kray the story of the banterwood chair that he stole from a big wiry-haired Dasnishi in Heshba.

After breakfast, the women, except for Shen Lain the quartermaster, are left at the Longhouse, along with a few guards. The party accompanies Zaituc's warband to 'The Stones,' to deal with some Gandish captives his kin from the north have brought from the Broken Leg Lands, murderers and cannibals. He had them questioned to find out what they're up to. An old druid, called Scachan, who was once a Murrough got some answers. The druid now wants the Gandish captives offered up to The Morrigan in the old way, via a ritual wherein The Stones will become a Circle of War, and The Morrigan lays her doom upon the weakest.

Zaituc intends to see the druid's will done, and said "...As far as I know, the nightgoblins (slang for Gandish) have never been in these lands so far south before. I want everyone to see clearly that these wicked men are like no normal adversary. They are worse than animals, more like demons."

After a ten minute walk, the warband arrives at The Stones. Three Gandish captives, taken by the Lochlainns (friends of Clans Caubenain and Murrough) less than 5 leagues northwest of The Stones on the 1st of Raskine, are accused of boiling the skin and flesh off of dead Caubenain children, then eating the childrens’ livers, then cleaning their small skulls and finger bones to use as belts and necklaces. Three dozen of their Gandish kin, accused of razing a small camp of the Caubenain Clan (hunters of the wetlands around Hollow Reed Lake), were supposedly slain by the Lochlainns on the 2nd of Raskine.

Zaituc kicks off the Circle of War ritual, wherein The Morrigan will "place doom and ruin upon the weakest who fall and soak the green grass with their life blood" and "those who die in this Circle of War will fall to ruin even in the World of the Dead. In the world of the living, their clans will suffer doom until a new moon rises." Scachan offers gifts to those who emerge from it alive after dealing death.

Ivor, Qiu, and Talius volunteer to fight the Gandish captives in the Circle of War. Talius claims the first kill, using his hammer to break a Gand's sternum before caving in his skull. One of the Gand captives flee the Circle of War, forfeiting any protection offered by the ritual combat. Kray fires two arrows as the Gand runs for cover, dropping him with a shots to the shoulder and the back. A Voldruvan named Rori, also called Ru Lanskkeld, emerges from the cover, returns Kray's arrows and instructs some Dannein to return the fleeing Gand's corpse to the Circle of War, where Qiu is still wrestling with the last remaining Gand. Moments later, Ivor, Talius, and Qiu gang finish the last Gand, ensuring a pool of blood is well placed to satisfy The Morrigan. All of them receive torcs as a symbolic reward for their participation in the ritual.

During the melee, Thorn spoke with Scachan the druid, who had this to say when asked about the Gand: "I tell you what I told Nemes (Zaituc) too, traveler: they (the Gand) are not cooperating with the Bat Hannocs. They certainly do not know the witch (assuming Rutcrana)...Just remember what I tell you: the Gandish are not the neighbors that Rutcrana (the witch? unconfirmed) speaks of. I am certain of that now."


After the Circle of War, Zaituc spoke to the party about a mercenary contract to find his granddaughter (LINK). His opening pitch is quoted verbatim below:

"Why did I ask you to come out here then?" Zaituc says, looking. "I will get to it then. And I will tell you both what I know and what I do not. I need something fetched and returned to me. Something I know little about, have not even seen before, yet at this time in my life it is very important to me."

"For this task, I need warriors. Men not afraid of getting in a fight,"
he goes on, "Who can kill who has to be killed once it is figured that way. But I also need discernment. There are axe-juggler Dannis (derogatory term for Danneins) to deal with, so as usual all of them are poised like Gaeirmundi gorillas to jump out of the swamp and launch a war party stomping all up and down Owain Branch. That is definitely not what I want. War parties are not good for my business and the longhouse does not need Murroughs swarming around like flies looking for someone to bite and somewhere to land near my camp."

"So I need a light hand to steer things as best as possible, until treading lightly cannot be done any longer." Zaituc says looking at Kray a little longer. "And then when that happens, I need everyone to run a heavy hand across these boys. And they are a bad bunch for the most part, this crowd. The Bat Hannocs. Swampers through and through. Some say they hatch out of the mud instead of being born to their mothers because they are as mean as snakes."

"But even then, none of those rats are the worst of it. What is worse is that I have to get you to meet a demon of a woman there who is the most manipulative, most vindictive, most untruthful scorned bitch I have every known, and I have to ask you to work with her and not kill her, though I am going to say that she will likely be trying to kill you, even when it appears that she is cooperating."

"This slippery slut's name is Rutcrana. She is called Grave Scratcher. You must not be drawn in by her charms, but yet hardly a man can resist. She is a hex thrower, a potion brewer, a devil breeder, a witch. The worst trouble I have ever known, but likely the only person who can tell you where to go to find what I ask you to find." Zaituc trails off. Looking off to the southwest, peering into the swamp as if frustrated.

"Who I send you to find." He says quietly. He turns around, "Who" he repeats looking at everyone.

"She has green eyes. I do not know her name. I have never seen her. She will likely resist, but I ask you to bring her safely to me nonetheless. For she is my own flesh and blood. The daughter of my son. And the witch, her mother, must not be allowed to keep her any longer."
Apr 21, 2017 12:19 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 1

First month of Spring

Region Map: The Borderlands of Eastern Jeres
The following continuations of 4th of Raskine are essentially what amounts to a mission briefing by Zaituc about the contract on finding and returning his granddaughter safely from Bat Hannoc territory in the Drakkenmire Swamp.


Clarifying who is the girl to be brought to Zaituc:

The girl's name is unknown. Physical description is that she has green eyes and should be 11 years old. She is the daughter of Nemes's son whose name is Dinu Zaituc (more on him below). She is said to have black hair, which means it is like nearly all of the Bat Hannoc's. Suspect that she may fairer skin than most of the clan, because the Bat Hannocs are generally darker skin complexion while Dinu as a Voldruvan has a lighter skin color.

Why is this girl there in the first place? What are the details of past relationships and storyline?

Though Dinu Zaituc now has his own ship and ventures, he used to travel with his father. 12 years ago, he was at the longhouse. Long story short: Dinu fell victim to some of the charms and temptations of Rutcrana, who lured him upstream on Owain Branch to the Bat Hannoc village. He (Dinu) had a love affair with the witch, lasted a week or so. Zaituc learned of what was going on and sent his guys to recover Dinu by force. Some confrontation, but no deaths. Rutcrana had what she wanted. Dinu was frustrated that his father was interfering with his choices, but was also ridiculed for falling under the witch's spells. This event began the decline of relationship between Dinu and Nemes. They parted ways completely within the next year and have had little contact since[/color]. Nemes says clearly that he is not here to talk too much about his relationship with his son. What is applicable here is that Dinu has heard that he has a daughter with Rutcrana, but is not raising a finger to do anything about it. Nemes has avoided the issue for a while, but will stand by no longer (more reasons below on that).


Why now? Why not claim the girl in the past? What has changed?

A simple reason is that Nemes was not interested in getting involved. Many people father kids in this world and provide no support to the mother nor the child. What's new? Perhaps this would have been left alone, but two things have changed for Nemes. One, he is having a change of heart later in his life. This is the first any of the PCs have heard of it, but Nemes Zaituc says his intentions are that this is his last year of life on the high seas as a corsair. He is returning to Voldruv when winter sets in this year and plans to take up headship of his father's family's historic estate in the mountains. So at this time of his life, family is more important to him. But perhaps most importantly, motivation Two...see next entry.

Series of communications from Rutcrana to Nemes Zaituc
Why now? continued...

The region where the Bat Hannoc clan lives is upstream on Owain Branch, and then to the south. The Danneins call the area the Borgh Riac (Dannein for Borgh Swamp). Two autumns ago (about a year and a half in the past), a Bat Hannoc messenger came to the longhouse to speak a message to Nemes Zaituc from Rutcrana. The messenger, speaking for Rutcrana, said that the Bat Hannocs had "new allies, neighbors of great power" and that Nemes should visit her in Borgh Riac to understand what it will mean for the ongoing blood feud against the Murroghs. She said that Murrogh would soon fall to the onslaught from the Bat Hannocs, who would soon have new strength and resources from "the neighbors." Zaituc dismissed the messenger, thinking of it as another one of Rutcrana's efforts to get him to visit her so that she could charm him.

On the following summer though (less than a year ago), another messenger came. This time it was a small youth male messenger, not an adult Bat Hannoc warrior. Rutcrana told Zaituc that he should come to see her and discuss the power of "the allies" which she also referred to this time as "the claimants of Nahrooma". Rutcrana also said that his grand daughter was growing very beautiful and was extremely gifted in skill. Again Zaituc dismissed the message.

During the winter, about a month ago, yet another messenger came. This time it was a young Bat Hannoc girl. One who was weak, malnourished, and suffering from exposure on the trip through the wilderness to deliver the message. Her message from Rutcrana detailed in next entry.
Apr 21, 2017 12:20 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 2

First month of Spring

Region Map: The Borderlands of Eastern Jeres
A warning of danger in Borgh Riac (Dannein for Borgh Swamp)

The young girl Bat Hannoc messenger, speaking for Rutcrana, said that "the neighbors at Nahrooma" had turned from ally to oppressor. Bat Hannoc was nearly ruined. She asked Zaituc to bring his crew to her aid. She cannot provide more information, for fear of retribution from the collaborators in her own clan. She said that his grand daughter was not escaping this danger either, that she too was being drawn into peril.

Zaituc, still relentlessly suspicious of Rutcrana, thinks the whole thing could be a trap, another lure. At the same time he is troubled by the message of increasing danger in the area. Zaituc sent Rori to explore for a while. The Vodruvan tracker found that the woods and marsh of Borgh Riac was exceptionally quiet and untraveled. He did not see any Bat Hannocs whatsoever, though he was far into their territory. That alone is reason for concern because the Bat Hannocs are avid scouts and hunters. Plus the decades long blood feud versus the Murrogh Clan has pretty much come to a halt because no Bat Hannoc skirmishers are traveling north and west to the edges of Murrogh territory as they did often in the past.


A Theory of Gandish Involvement Recently Discredited

Since last summer, Zaituc has suspected that these "new allies" and "neighbors" that Rutcrana spoke of were the Gands. Of all Danneins in the Danneinkiff, the only ones known to cooperate with the Gandish (in legends from the past at least) were the Daughters of Finni Hag. This was a villainous female-dominated clan from a few centuries ago. Though the Hag Daughters' Clan has since gone defunct, the Bat Hannocs are said to be descendants of this notorious group. With increased reports of Gandish roaming the Cairngorm Mountains and the Drakkenmire, Zaituc had a theory that Rutcrana and the Bat Hannocs had formed a dangerous alliance with the fiendish Gands.

Now though, Zaituc relents and says that he no longer thinks the Gands are involved. For one the young girl messenger did not seem to have familiarity with the Gand, although she was completely closed up and stood her ground relentlessly to not give any further information than her assigned message (a known pride and expertise of messengers).

Second, the recent captured Gand from up north (slain previous hour in the druid circle offering) were thoroughly interviewed and interrogated , byZaituc's crew but also by Scachan. It is said that no one can talk to a druid for any length of time and successfully lie to him. Druids have ancient ways to understand the words of all men, not just their words but their intentions. Scachan says that the Gandish knew absolutely nothing about the Bat Hannocs, nothing about a witch. They had come from the mountains. They knew of one other Gandish war party separate from their own, but those raiders were further north.
Apr 21, 2017 12:20 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 3

First month of Spring

Region Map: The Borderlands of Eastern Jeres
Why does Nemes Zaituc distrust and despise Rutcrana so much? Why does he think she would be trying to kill the team? Why does he not address this himself directly?

Experience. Rutcrana charmed Zaituc when he was a younger man. He fell into an unholy passion for her and remained under her spell for nearly a month. Luckily, no pregnancy resulted, as it did later with his sonDinu. Nemes was able to escape the enthrallment, but knows that Rutcrana could likely get her clutches on him again if he were ever to see her or come close to her. She has material on him and has made a doll of him which she can use to do witchcraft upon him. Scachan has been able to release Nemes from most of the spell, but if Nemes were to come in close proximity to Rutcrana it would be a high risk.

In the years since, Rutcrana has both attempted to lure Nemes back to Borgh Riac and to kill him. She is vengeful against him and bounces back and forth between sending messages of love and scorn. Once she sent a Bat Hannoc hunter to spear Nemes. Later she sent a crafty Bat Hannoc girl to poison him.

Zaituc knows that Rutcrana's word is worth nothing. She is deceptive and a complete villain. Nonetheless, she likely holds some of the keys to solving this puzzle and will definitely be involved in capture of her daughter, Nemes' granddaughter. Surely she will not support that, yet she will be needed to find the girl in all likelihood.
Apr 21, 2017 12:21 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 4

First month of Spring

Region Map: The Borderlands of Eastern Jeres
What are the details of Rutcrana? Who is she? What are her powers? Who are "The Barrow People"?

Rutcrana is a witch who calls on ancient powers of darkness. She likely has Hag lineage. She is also known to have access to ancient tombs of an old race that theDanneins most often call "the Barrow People" or "the Stone Cutters". Barrows are old mounds scattered across the Danneinkiff, that are known to serve as tombs to a now fallen and mostly forgotten civilization. The ruins of this past society can be found littered through the countryside. Fragments of statues and old stone structures can be found in wreckage now overgrown. The old group was apparently very skilled at building stone structures and cutting stone images and icons.

Rutcrana apparently goes to a site in the Borgh Riac, an old burial mound. She scratches and writes on the walls of the ruins, hence her nickname of Grave Scratcher. It is believed that she has learned much of her dark magic from studying the remnants of the Barrow People's writing, runes, and iconic carvings. The site where she is known to visit for her powers is a large hill that rises up from an expansive and deep lake that is covered in the thick growth of the Borgh Riac. This ancient site is called Nahrooma by the Bat Hannoc. It is located near the Bat Hannoc village of Sruthadmad (means Driftwood in Dannein).

Rutcrana can cast hexes and other spells that confuse the senses, illusions and deceptions, lures and charms. Also, she has extended her own life through her dark powers. Her real age is unknown, but because of known interactions with the Murrogh clan, events involving Rutcrana go back for well over a century, likely closer to two centuries. Despite being inhumanely old, Rutcrana still appears to be a healthy woman in her late 20s early 30s, in the prime of her beauty.
Apr 21, 2017 12:21 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 5

First month of Spring

Region Map: The Borderlands of Eastern Jeres
Why the effort to avoid killing of Bat Hannocs if possible?

There would be no way to wipe out the Bat Hannocs entirely. They are dispersed in small settlements and wigwams all through the Borgh Riac and even further south into other parts of the Drakkenmire. So anything that happens to some of the Bat Hannocs will be used as fuel to call for vengeance by the other Bat Hannocs. Zaituc does not want to revive or intensify the Murrogh - Bat Hannoc blood feud. When that happens, his longhouse hideout is caught in the middle. So he wants to focus on getting his granddaughter and getting out, not on killing as many Bat Hannocs as possible.

Rutcrana herself is also very valuable to the Bat Hannoc clan. Killing her would likely cause a furious response and demand for retribution against Zaituc and Murrogh. Again, he just wants to avoid it if possible, to spare the Murrogh's and Baoill (Fish Point in Yuoric) from a full invasion, but also most importantly Zaituc doesn't want his own territory upset and getting caught in the middle of a war.

So, as mentioned, Zaituc wants to go as far as possible without killing anyone. That being said, the top priority is getting the girl out safely. Zaituc is an experienced raider and marauder. He knows that even when you try to avoid a fight, sometimes you cannot. As motivation for keeping death count minimized, PAY STRUCTURE FOR THE CONTRACT will be based on bringing back Zaituc's granddaughter. BONUS MONEY is in play for getting the job done with no killings of Bat Hannocs. No restrictions will be given on hurting, injuring, or non-lethal assault of Bat Hannocs.
Apr 21, 2017 12:22 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 6

First month of Spring

Region Map: The Borderlands of Eastern Jeres
In the Q&A, Qiu is able to recognize the name of the site called Nahrooma. He confirms, from Scachan, that it was once a city ruled by a Wizard King named Osankmek around 4000 years ago. Legend has it that Osankmek was a ruler of "The Barrow People" who gained an ability to soar into the clouds.
Apr 21, 2017 12:22 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 7

First month of Spring

Region Map: The Borderlands of Eastern Jeres
Investigation Check Results:

Sifting through the information and following a series of well-placed questions, Kray is also able to glean out a few more pieces of useful information that may have been overlooked. What is the situation like on Bat Hannoc leadership? Who is the chief? What are his main resources?

The Bat Hannoc's call their leader the Norach. It means something like "the remnant" in Dannein. The last known leader was Norach Onchu, known to be a demented and cruel leader, but widely feared by the Bat Hannocs. Years ago, he killed the Murrogh champion Caldeanich. Norach Onchu is also rather aged, and it is rumored that he had some contenders who would likely challenge him for leadership soon.

Champions among the Bat Hannocs often gain skill as fighters by raiding in the Yuoric borderlands. They are usually battle tested and capable warriors. They sometimes dress in fearsome body covers and masks, and are known for their ability to move around unseen and may wield enhanced abilities from the magics of Rutcrana.

Bat Hannocs are often known for their superior javelin throwing skills. They have a javelin launching hand tool called an atlatl that can cast javelins exceptionally far and at extremely high speeds, delivering notable lethality. They are also some of the few Dannein clans who tend to use poison.
(Nearly all other Danneins reject the use of poison as dishonorable, the weapon of weak men and conniving women of civilization.)

Bat Hannocs are also known for their large game traps and even man-traps.

TENTATIVE SUMMARY ON BAT HANNOC TACTICS AND WARFARE: Watch for stealth, Rutcrana buffs (?), long range bad ass javelin throwing, assuming cleverly hidden man traps, and poison use. Ambush tactics seem likely.
Apr 21, 2017 12:23 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 8

First month of Spring

Region Map: The Borderlands of Eastern Jeres
Intelligence Check Results:

Thorn, a rather skilled linguist because of his upbringing, remembers the clear pressure put on him by his master to learn the smaller traditions of the Dannein language. Urdav always stressed that the Dannein language is complicated and one could gather details by listening to how different Danneins speak and understanding the different dialects. Danneins can recognize things about one another simply by hearing how each other talks, it gives suggestions about what region they are from and what clans they might belong to.

Thorn has to laugh a little to himself at the Bat Hannocs naming and what it sounds like to most non-native Dannein speakers. The word "bat" in Yuoric of course refers to the flying nocturnal rodent, the bat. In the Dannein language it means something different, but it is a rarely used word.

Dannein language often uses relationship helping words with names, such as the most common "mac" to mean "son of", or the word "nab" which means roughly "descendant of" or in some dialects more like "heir of". The word "bat" is not usually used in clan naming, but it is a relationship helping word. The word 'bat' in Dannein means something like "offspring of" or maybe even "spawn of". It is strange to see it used for people. It is a rarely used word at all, but when used it most often refers to the offspring of frogs, eels, water flies, or bees. So it is a bit eerie as part of a clan name. When Kray begins to refer to the Bat Hannocs as "Bats", the word sort of jumps out as if they are being called "The Offspring" or "The Spawns" and it has a rather repulsive sound to it.

Thorn also begins to get a clear picture that the Bat Hannocs are extremely integrated into the environment of the swamp. He learns that they are master swimmers and often hide in the water. After a few questions back and forth with Zaituc and Scachan, Thorn baits out information that the Bat Hannocs often build their settlements on islands or in flooded areas that give difficult terrain and challenging avenues of approach for invaders. They are also said to wear light or no armor (nothing new for Danneins) because they often submerge themselves and swim to and from skirmishes if the terrain allows.

Thorn recommends that the team prepare for the idea of a mission featuring very wet terrain and possibly the risk of being submerged themselves. Ambush tactics of the Bat Hannocs may be based on sinking or drowning opponents. The party should make good decisions on what they carry, what armor they wear, etc. and how to prepare to avoid drowning or sinking. They may also need to use rafts, floats, canoes, etc. Everyone may want to take extra time to prepare alternate routes/methods of approach and withdrawal if the party finds themselves isolated on small land masses surrounded by water. Most of all, eyes should be on the lookout for spies or opponents even from beneath water surfaces.
Apr 21, 2017 12:23 am
4th of Raskine (continued)
Zaituc gives the party the details on the contract to find his granddaughter part 9

First month of Spring

Region Map: The Borderlands of Eastern Jeres
Near the end of the info download, Kray begins to summarize, review, and frame the nature of the mission. He works with Zaituc to verbally lay out the terms of the contract, and displays a clear fluency with this sort of negotiation. The contract will be clearly extended to all five contractors: Kray, Thorn, Talius, Qiu, and Ivor. Each will be paid individually, but the amounts will be determined by the group's action and success overall.

Required Term:
The green-eyed 11-year old half-Dannein half-Voldruvan girl, Zaituc's granddaughter, must be returned to Zaituc alive and unharmed.

Preferred Terms:
1) No killing of Bat Hannocs, including no killing of Rutcrana.
2) Return with success on main term within four days
Additional Bonus money will be paid for each of the Preferred Terms, which can be met individually.

Zaituc begins pricing negotiations by giving a list of things that he has paid for in recent times to other mercenaries and at what price. It is sort of a "market declaration" technique, to show what price ranges are out there. Kray does not contest this at all. This is a frequently used tradition in forming price agreements and all of Zaituc's information is extremely accurate.

In the end, it is framed out that a contract per man on the Required Term is around 400 Crown Markkes (gp).
OOC:
That hits the mark as a Motivating Contract for everyone. It would be a good pay check, especially with the idea of two possible bonuses.
But Kray, carefully and respectfully, begins to talk through the requirements, the challenges, the risks, the precision and discernment that must be used. He also highlights the expertise of the contractors, ensuring that the service will be premiere and professionally fulfilled with the employer's interests in mind throughout. To get the best work, the price may seem a bit higher, but it is worth the assurance that the job will be done right.

After the back and forth, Zaituc acknowledges that he is happy that a Mercon is here to boost the price, because that will also increase his own leverage. He knows that a contract of this price and scope will be spoken about broadly in the community, so this team's name and reputation is on the line, with House Mercon as well by extension. He knows they do not want to fail or come up short if he pays in heavy like this. So he is ready to stretch and agree to a premiere contract if he is going to get premiere performance.

Final Price agreed at:

700 Crown Markkes Per Man for completion of Required Term.

200 Crown Markkes Per Man for adherence to each of Preferred Terms (so 400 if both are upheld).

That puts Zaituc on the hook for paying out 3500 to 5500 CMs, no chump change.

As per tradition, half of the base payment (so 350 CMs) will be paid up front and can be dispersed immediately at the longhouse. The rest can be collected upon completion.
OOC:
This comes up to be almost double a Motivating Contract, and more than double if the bonus money is collected. In this setting and economy, it's a really big paycheck. Depending on backgrounds, it is up to each of you on specifics, but it is likely the biggest lump sum payment most people at similar career levels would have ever received before.
Ezeriah sent a note to Ezeriah
Apr 24, 2017 5:06 pm
4th of Raskine (continued)
First month of Spring
Region Map: The Borderlands of Eastern Jeres
Traveling upstream on the Owain Branch via watercraft, the party begins its journey toward Bat Hannoc territory and the Borgh Riac. Along the way, the party stops so Talius can search for ingredients to make some antidotes for Bat Hannoc poison (3 Bat Hannoc Poison Antidote Packs made). The ultimate destination is a Bat Hannoc settlement called Driftwood, reached by heading south from a trail head that starts at a Bat Hannoc cemetery on the Owain Branch.

The rest of the trip by boat that day is uneventful, and the group stops about an hour short of the Bat Hannoc cemetery, making camp for the night.
Apr 30, 2017 2:26 pm
5th of Raskine (First month of Spring)
Dawn

Region Map: The Borderlands of Eastern Jeres
Waking to a dawn shrouded in a gray glow of fog after a cold and uneventful night, the morning was still and quiet as our group set out again by canoe, staying close to the shore of the lake, alligators lurking near the banks. Soon after we found the Bat Hannoc cemetery, then hid the canoes in a patch of thick lilac, about 175 meters north, making our way back to the Bat Hannoc cemetery on foot. It was a charnel sight, skulls and bones decorating and hanging from trees that served as grave platforms. Surely the priests of Gellir would call this place unholy. Of course the Dannein would say that Gellir has no place here, that only the Savage Gods hold sway.


https://dl.dropbox.com/s/8o6zpx11txwz7tu/Bat%20Hannoc%20Tree%20Burials.JPG
https://dl.dropbox.com/s/2vk8ruliyatnywn/Bat%20Hannoc%20Tree%20Burial.JPG


We followed the trail south from the cemetery, sometimes on solid ground, sometimes wading waste deep in the swamp. Snakes slithered here and there along the surface, smaller alligators spotted as well. Luckily, we didn't come across any of the large hungry variety. The trees started to block out the sun, making our slog through the muck one of shadow and gloom.


https://dl.dropbox.com/s/5pe2fq0y08b7p8f/Bat%20Hannoc%20Swamp%20Terrain.JPG


It was early afternoon when we finally came upon the Bat Hannoc settlement of Driftwood, at the edge of a large swamp lake called An Tulacheo (rough translation: The Burial Murk). There were about two-dozen structures of various sizes, most of them elevated off the ground on platforms, plank decks, and short stilts, as a precaution against flooding. Debris littered the open common areas, grasses grew in areas that must have once been well-tread. Many of the buildings were in disrepair. Broken boards, a few fallen in roofs, a couple seemed to have fire damage.


https://dl.dropbox.com/s/17i01cjd4st5yay/Bat%20Hannoc%20deserted%20village.JPG


It was plain to see the place was mostly deserted, except for an old blind man (Mac Ru), a cripple (Slevin) who required a rolling cart to get around, and a hulking simpleton (Maeriks) that seemed to do the heavy work as his part of the group. Conversation with Mac Ru and Slevin revealed that Driftwood had been raided, and most survivors had left and gone to a place called Old Island or maybe even further out to the hill settlements on the south shore of the lake, joining a faction he refers to as The Neighbors.
May 1, 2017 6:41 pm
5th of Raskine (First month of Spring)
Early Afternoon

Region Map: The Borderlands of Eastern Jeres
Below is a detailed account of what our group learned from Mac Ru and Slevin at Driftwood.

Background About Old Island and Rutcrana's Association With It
This (Old Island) is an old Bat Hannoc settlement located on an island out in the large lake/heavy flood zone that stretches as far as the eye can see to the east and south. Again, for the right picture this is a lake of varying depth. Sometimes it is so shallow that there are muddy islands and also many trees that seem to be growing out of the water as the floor is only just underneath the water surface. It takes a boat or raft to get out to Old Island. Distance is a little unclear. Old-timer says "about 8 or 10 Mule Fields", a local measurement that is hard to translate. But apparently Old Island is about a 1 hour or less paddle time (from Driftwood). This place is where most of the Bat Hannocs of this particular area of Borgh Riac used to live up until about 70 years ago when they relocated here to Driftwood because of the old settlement's gradual erosion of ground and incremental increase in flooding problems. However, Old Island has always been the place where Rutcranna remained. She never made the move to Driftwood to live; she would only travel across the lake to visit, speak, make demands, give prophecy, offer council, healing, cast hexes, etc. Also sometimes people who needed witchery would paddle out to Old Island to see Rutcrana. This included even the Norach and the elder councilors from time to time. Old Island's settlement was called Clocha Lamhar (rough translation: Gem Sanctuary), long ago, but the wording isn't quite direct. The lake we are referring to is called An Tulacheo (rough translation: The Burial Murk).


On Investigating Old Island for Clues of Rutcrana's Fate
Mac Ru says there are some canoes he can sell, for a couple more coins.


On Recent Conflict
Most of the people (Bat Hannocs) were beaten by "The Neighbors" last fall. Many men and fighting women were slain. There were also some collaborators who supported joining the neighbors. That faction spoke out and got most of the rest of the survivors to acquiesce and join with the neighbors, the last of which left during the tough and desperate winter. Defectors would paddle away across An Tulacheo under the direction and guidance of other Bat Hannoc defectors. Not sure where they went. He thinks maybe to Old Island, but maybe even further out to the hill settlements on the south shore of the lake.


On The Hive and "Getting Stronger"
One of the promises of The Neighbors is that they can somehow make everyone who joins them stronger and healthier. They have ancient powers or religion of some sort. Claim that people can be free of sickness and become empowered with great strength and fortitude. There seems to be something to it. Some of the men and boys who became devoted collaborators with The Neighbors are extraordinarily strong now. The Hive is the biggest example, a set of ex-Bat Hannoc warriors, hunters, and scouts who switched sides to become champions for The Neighbors. Now these guys dress up like The Neighbors do, in body wraps and sometimes in elaborate masks. The Hive have strange abilities to move quickly around the swamp and have heightened senses. They are all very strong, often able to kill a resistor with one blow of a weapon or pick men up overhead and slam them on the ground or against trees. Slevin thinks there are 100 members in The Hive, Mac Ru says no way, not that many. Both Slevin and Mac Ru know several of The Hive by name.


On Fingol and His Efforts to Overtake Rutcrana's Position and Prestige
Fingol is a Bat Hannoc that also practices medicine and magic. Mac Ru calls him a asarlai, means something like shaman, a male herbalist or doctor. He has always wanted people to listen to him instead of Rutcrana. Tried to get the Norach's ear for many years. Fingol was a sure candidate to switch loyalties to The Neighbors, and he did so early on. Often spoke out against Rutcrana. Turned some against her and recruited for the neighbors. Made a show of his power last spring when Fingol summoned a huge snake out of the lake and it slithered around the community fire and then out into the bushes to disappear. Later that night the snake killed Fingol's opponent Cedraigh who had spoken harshly against him in the council meeting. Now Fingol probably got The Neighbors to kill Rutcrana or did it himself. Mac Ru thinks it likely that Fingol probably has all of Rutcrana's magic (draichta) now at Old Island. That is a Dannein or at least Bat Hannoc idea apparently, that one magic-user can try to take over the other one's hexes as one must become stronger as another becomes weaker. Talius knows that this is a generally common idea, that there is usually only one druid, witch, shaman, medicine man, etc. in a community or region. If there are two, then there is usually a conflict between them. And there are never really more than two around one another.


On The Neighbors
This group is shrouded in mystery. They are rarely seen at all. Obviously Mac Ru has never "seen" them, but he has been around them a couple of times. Most notably, the only time they came in great number, at the fateful raid against Driftwood last fall. Slevin says they are completely wrapped in strange cloth and leaves and strange masks. They walked right up out of the swamp apparently in the middle of the night. They came out of the darkness in every direction. They are usually about 7 feet tall, lean and fast. They kill with their long spears that have thin but extremely sharp and strong barbs at the end. They make no noise and never speak. They only send messages through their collaborator mouthpieces like Fingol and the big champion Gorolach Mac Daolach, who was a great Bat Hannoc but became a monstrous enforcer for The Neighbor faction within Driftwood.
Mac Ru says that the most notable thing about The Neighbors is their terrible stench. They smell like the rot and sludge of the swamp itself. It is sickening to the old blind man.


More on the Final Raid, On Bat Hannoc Leadership and Resistance to the Neighbors, and On the Results of the Last Stand at Driftwood
Norach (translation: Chief) Onchu was swarmed by Neighbors during the autumn raid. He and his champions killed many of the Neighbors in a valiant stand in the center fire circle of Driftwood that night. But the Neighbors could not be beaten. The Norach was stabbed and beaten to within and inch of his life. He was broken and immobilized, wrapped in some sort of net, and then placed on a raft and taken out across The Burial Murk (the big lake), never seen again.

The Neighbors, still in their fearsome shrouds, dragged all of the bodies of the fallen Bat Hannocs into the shallow shore of the lake. Moments later, a huge group of alligators swam up and ate all of the bodies. The alligator congregation included the great dragon known as Titan, a true monster of the riac who is known to be centuries old. It was a completely horrifying scene of shocking gore for the women, children, and elderly survivors.

Many of The Neighbors paddled off in rafts that night. Others walked away into the darkness of the forest. Those Neighbors on the rafts carried away many captives, mostly women and young girls. They killed many youth males and even boy toddlers before departing as well.

Note: much of this account is given by Slevin. Mac Ru did not see all of this. Blindness obviously, but also he was stabbed in the neck and stomach and almost bled to death. An old woman named Biel (who later left to join The Neighbors during the winter) kept Mac Ru alive by dragging him into the bushes to hide, applying bandaging and pressure dressings that barely saved him. Slevin was knocked from his cart, off of this deck they are on now, and into the water during the event. He swam up to land just as alligators were approaching to feast on the bodies of the dead. Slevin saw Titan approaching off in the distance and saw the monster swallow bodies of great men in single chomps.
May 31, 2017 8:54 pm
5th of Raskine (First month of Spring)
Mid Afternoon

Region Map: The Borderlands of Eastern Jeres
We bought canoes from Mac Ru and made our way to Old Island, landing and hiding our canoes on the northeast shore.
https://dl.dropbox.com/s/v5odaa5vwsmxma3/Old%20Island%20Gators.JPG

Moving on, we made our way west, to the northen middle point of the island. Here we encountered Fingol atop his cabin.
https://dl.dropbox.com/s/4fmowebk6zpymuo/Old%20island%20witch%20hut%20alt2.JPG

https://dl.dropbox.com/s/sl6csbnf70livwc/Old%20Island%20Fingol.JPG


Although we learned that Rutcranna had multiple daughters, our attempt to parlay took an abrupt turn for the worse when Qiu flung a sack of goods in an effort to knock over Fingol's haze spewing cauldron. All hell broke loose as the group splintered apart, Thorn and Ivor making an assault on Fingol's cabin as five masked foes appeared --Hivers-- out of the haze, clearly intent on our death.

https://dl.dropbox.com/s/v77ls3sygsdbr5l/Bat%20Hannoc%20Hive.JPG


Talius, Qiu, and myself stood our ground against the Hive's immediate and fierce assault, which happened before we could even react, the five of them throwing themselves at us with reckless abandon. I suffered the brunt of the initial onslaught and almost fell before drawing my blade, and if it weren't for Qiu and Talius, would likely be dead. They saw the dire nature of my situation and put themselves in harm's way. However, these masked men of the Hive were powerful enemies, and we were outnumbered.

By the time Phantom and Bird had focused their attention on Ivor and Thorn, it was too late. The damage had been done while the Hive had a superior advantage. Qiu was dragged off into An Tulacheo by Bear and Goat. With my own eyes I even saw him pulled through the air with the Hivers by some unseen force! Witchery?! Having felled the Bull, Talius immediately charged into the lake after Qiu, hoping to somehow save him.

Battered and beaten from the initial assault, it was seconds later that I realized the folly of Talius' heroics: no man would come out of that water alive. Talius must have realized his error as well and swam back toward the shoreline, desperately trying to escape alligators and what I assume were Goat and Bear. Qiu was nowhere to be seen.

It would have been suicide to go in after Talius, just as it was suicide for Talius to go in after Qiu. There were still men on land I could still lend aid to, and Talius, although still swimming, was already dead. It wasn't easy, but I wasn't just going to stand there and watch him die. Nothing I could do but leave him to the cruel Fates, always so willing to take a man in his prime.

I have to ask myself... if we had stayed together as a unit, supporting one another in combat... would Qiu and Talius have died?

Other details of the day, of which I gained an accounting of later:

Thorn slew Fingol (a witch?) and battled mortally with Phantom, wherein Maeriks (the slow lad from Driftwood!) saved him from the Fates sharp knives (why he was there... did he follow us? was he summoned by Rutcranna somehow, who seems to have a great deal of care for him?). Upon seeing Thorn it was clear death had knocked on his door. Thorn also mentioned a Dark Tree south of the cabin, in the wood. One that released some gray-green poisonous cloud, which, as fortune would have it, dissipated over time. Although none of us could account for the death of Phantom, Bear, or Goat, my inclination is that the same invisible force that pulled Phantom into the poisonous cloud also took Goat and Bear.

Note: More and more, I'm like to believe that magic... witchery... whatever you want to call it... it's real.

After the battle, Rutcranna showed us the creatures(?) that had latched on to the spines of the Hive warriors, who had apparently once been simple men, Bat Hannoc. 'Spiners' I call them; seem to be part of what changes men to Hivers. Maybe part of some witchery. Rutcranna also took the time to butcher the fallen Hivers, taking care to show us that they could carry on after being felled, and that severe wounding was needed to keep them down. Limb removal, broken necks or spines, that kind of thing.

Strangely enough, Rutcranna also instructed us that she believed the spiners could somehow 'hear' for their masters? Whether or not this is true, I cannot be certain. However, given the strange day and circumstance, one can't be too safe.

We're out of our depth here, in some ways, and until we know any better... seems best to follow her lead. Enemy of my enemy and such. It's better than guesswork, in any case. She knows the lay of the land, otherwise we're blind out here in the Borgh. Doesn't mean we have to trust her, though, and I'm sure Ivor and Thorn will both have an eye on her.

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

We got our assess handed to us today in that fight with the Hive, our divided strength making us like prey at the watering hole, easy targets... two dead. From here I don't think the job gets easier... moving forward we've got to be more careful, or we can expect more of the same.

Reminds me of something Habbiacus had told me once, when he was lecturing me on the finer points of contract work and making a living as a mercenary. He'd told me "Kray, heroes don't spend coin or enjoy the pleasures of women, wine, or song, nor do they tell tales of their 'great' deeds." Of course, being a child at the time, I had dreams of grandeur in my mind, of playing the part of hero, as I head heard in so many stories. Of course, I asked him. "Why?" His reply was simple and to the point. "They're too busy being dead." Habbiacus elaborated on the statement, and the meaning was clear: do the job, nothing more, nothing less. It was all that was required of a professional mercenary.
Jun 5, 2017 2:34 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
The following 'Mission Briefing' posts are a series of info dumps organized by topic.

It is all given from Rutcranna and unfolds in the form of a conversation, a mix of proclamation and Q&A.

She prefaces it that she knows to you it may sound unbelievable and fantastical, but nonetheless it is true. She doesn’t really care if you believe it or not. She doesn’t have time to try and change your worldview, but gives this in full disclosure to answer Kray’s questions and also let you know what the real dangers in the Borgh Riac are.

She asks for your help after all this, but is fully prepared to separate and do this on her own if you are not willing to continue. Even if you do not believe these stories, believe that she is trying to save her daughter from a secret prison camp. She will do everything she can to save Sorcha Rhone, pronounced SOR-kah (with a little of a "h" right after the "k" sound, like a "k" in the back of the throat with a quick "gurgle"), and then, RONE (like "Joan").
In Dannein, sorcha is a female title of importance or royalty, meaning roughly "princess".
Rhone is the Dannein word for "pearl."
Jun 5, 2017 2:34 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
Glaaki, an ancient monstrous power, summoned by the spiritual remnants of his ancient cult.

A powerful, ancient monster named Glaaki is behind all of the terror in the Borgh Riac.

Glaaki is a Great Old One, a group of monsters from the beyond who came to live on our world in eons past. Most of the Great Old Ones were imprisoned or put into deep slumber long ago, but somehow Glaaki has awakened and emerged here at the ruins of Nahrooma.

Glaaki is a giant slug with three eye stalks, three large tentacles, sharp bone-like spines all along his back, and an underbelly covered in rough pyramid-shaped knobs.

There was a cult that worshipped Glaaki around 4000 years ago in and around Nahrooma, one of the famous and beautiful cities of the highly civilized Uisde people. It was the members of this cult who somehow lived on by dark magic as shadowy spirits. These spirits are called The Scáth.

Over millennia, the Scáth were finally able to gather enough substance in their bodies and complete a great ritual to awaken their monster god Glaaki. This otherworldly abomination took up residence at Nahrooma, in the great chambers of the long-dead Uisde kings.

Glaaki, once released, began to expand his power and influence. He lured some Bat Hannocs in with promises of power. Fingol, Gorolach, and their crew [Rigin (Phantom), Cealwin (Goat), Ludhaigh (Bird, deceased), Donnchad (Bear), and Odhrán (Bull, deceased)] became the first members of The Hive of the Collective, the slaves of Glaaki.

In the times of old, the followers of Glaaki were called the Glaakeen. Rutcranna has translated that somewhat to a Dannein sound, the Glaakieiou.
Jun 5, 2017 2:35 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
The Glaakieiou, aka The Hive

To make his slaves, Glaaki puts human victims in a psychic trance, grips them with tentacles, pulls one of his own spine barbs out of his back, and inserts it into the victims’ backs near the back base of the neck. This spine barb becomes both a sensory link to Glaaki and his other slaves, and also begins to biologically change the host from a man into a different organism.

Over time, the host’s physiology is changed as the spine of Glaaki builds tissue, tubular, and sinew systems within the body. Gradually these alien systems take over the human biological systems, making the host more powerful yet more unnatural. The Glaakieiou become physically augmented quickly and later develop powers of the mind, including telepathy, a sort of "radar" sense, and eventually telekinesis.

The collaborators who joined Glaaki were told that they would become gods among men. Whether they knew it or not, they would lose their humanity and become monsters in order to become these fearsome gods.

At first the Glaakieiou, Gorolach’s crew, looked generally normal to everyone, although they seemed to have new vigor and strength. They hid their back spine barbs with heavy cloaks so that no one could see their physical ailment.

Though a sworn follower of Glaaki, Fingol was not converted to a slave creature. He was left in the form of a man so that he could continue to influence and speak to men as The Voice of the Hive and eventually the Voice of the New Gods.

After the raid last fall that defeated Norach Onchu and the core of loyal Bat Hannoc champions, the Glaakieiou began to wrap themselves up completely and wear masks and costumes. They are taking on the role of gods, adopting personas that they will use as they work outward from the Borgh Riac to pull in more followers and subjects.
Jun 5, 2017 2:35 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
Glaaki awakens The Deep Ones, aka The Neighbors

Around 2 and 1/2 years ago, Glaaki enlisted another ancient race that until now remained hidden deep in the swamp. The beings of this ancient race showed themselves as tall beings covered in wraps and cloaks of strange material. These beings, initially called simply The Neighbors, began to visit the Bat Hannocs and interact with them.

At first The Neighbors were helpers. They showed Bat Hannoc fisherman hidden places on An Tulecheo that yielded bursting catches of fish. They provided fertilizers that grew healthy and bulging crops with ease. They gave medicines and herbs that brought healing and comfort to the sick and burdened.

Speaking through Fingol and The Hive, The Neighbors conveyed a message of a new Empire of Nahrooma. Working with The Neighbors and the power of Nahrooma, The Bat Hannocs would expand their territory and influence like never before, crushing their opponents and bringing their neighbors to heel. Soon the Borgh Riac would be the center of a new kingdom, and the Bat Hannocs would be empowered as rulers over the Drakkenmire and eventually the entire Danneinkiff. In the long run, future generations of Bat Hannoc Nahroomans would wipe out the Ocean Kingdoms as well.

Every season though, The Neighbors became more demanding. After a couple of years, The Neighbors became open oppressors. Last fall The Neighbors worked with the collaborator converts among the Bat Hannocs and began to eliminate all of the Bat Hannocs who did not fall in line. The raid on Driftwood last fall was the final show of force that broke the entire clan. The Neighbors fell upon the village in full force to tear the resistors apart, including clan leader Norach Onchu and his inner circle of loyal champions.

After killing all of the adult males who would not come to Nahrooma for conversion, The Neighbors captured and enslaved the women and the youth of the Bat Hannocs, taking them away in boats. The male youth were taken to Nahrooma. The females were taken north to Goatswood, the historic hiding place of The Neighbors.

Rutcranna has since learned that The Neighbors are the fabled Deep Ones who were said to live in the lowest depths of the lakes, rivers, and even the oceans. The Deep Ones have now made an alliance and seem to be under the control of Glaaki at Nahrooma. They work alongside The Hive.
Jun 5, 2017 2:36 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
The Nahrooma Alligators

Glaaki has been making secretions into meat and The Hive uses it as bait to the alligators of the Borgh Riac. When the alligators digest this infested flesh, their body gradually undergoes a change and they come under control of The Hive and Glaaki himself.

One of the physical manifestations of the change is the swelling of flesh behind the alligators’ jaws just below their ears. Rutcranna has come to call these enslaved beasts as Nahrooma Alligators or "Ear Sacs". These alligators serve as weapons and as the ears and eyes of Glaaki and The Hive. They are very difficult to detect, much less capture or eliminate.

A great dread is that Glaaki was able to subdue the ancient dragon (prehistoric giant alligator?) know as Titan. This mighty prehistoric beast is one of the greatest terrors, a fearsome living legend of the Borgh Riac, and he now serves Glaaki.

The Abomination Growths (Tree Flesh)

The Glaakieiou (The Hive) can also secrete fluids from their bodies onto other live organisms that in turn become unnatural pseudo-life forms in and of themselves. These abomination growths, usually anchored to large trunk swamp trees, serve as biological power stations that the Glaakieiou can use to recover from injury by drawing fluids into their bodies through their spine barb ports at the top of their backs.

The abomination growths are also spatial icons. When the Glaakieiou cultivate several of the abomination growths in an area, blending them with local plant and animal life, they serve as a collective grid that can allow the Glaakieiou to move their bodies through the surrounding space at high speeds.

Somewhat like a telekinetic spatial map board that is laid out over a wide area. The Glaakieiou use the board to triangulate and shift position with a sort of mental force that produces abrupt spatial movement. It looks like long jumps, glides, thrusts, and slides. Really it is like telekinetic movement among established anchor points.
Jun 5, 2017 2:36 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
Old Island as the base of a new pantheon and a new religion

These abomination growths have been peppered throughout Old Island, which has become somewhat of a launching point of the Glaaki’s new Empire of Nahrooma. Old Island was being prepared as a central location that would serve as a "religious site" where The Hive would dwell as gods, and Fingol would serve as High Wizard and Prophet to the gods.

Fingol was planning to host visitors and pilgrims at Old Island, accepting fealty from nearby clans who would soon be placed under subjugation. On Old Island, new believers could see The Way of the Collective on full display, a new religion and hierarchy of power that would be undeniable.
Jun 5, 2017 2:37 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
Nahrooma (South from Old Island)

Nahrooma, the ruins of an Uisde (aka The Barrow People, the Stone Cutters) city in the hills south of An Tulecheo, is Glaaki’s headquarters. There the ancient monster sends out his mental signals to The Hive.

There in Nahrooma dwells The Scáth, ancient cultic followers of Glaaki who are seeking to have fully functional bodies soon. There at Nahrooma, Glaaki performs his unnatural biological conversions of the Bat Hannoc youth to a new army of warriors who will soon augment The Hive. There at Nahrooma also dwells a large contingent of The Neighbors (The Deep Ones) who serve as guards to Glaaki and the Scáth, and as advisors/support to the growing Hive.

Naahrooma is the center of ancient dark magics of Uisdea. Now it is impenetrable without a huge force of warriors.
Jun 5, 2017 2:37 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
Goatswood (North from Old Island)

Goatswood is the historic hiding place of The Deep Ones (The Neighbors), before they were allied with Glaaki. Goatswood is a sinister and nasty stretch of unwelcoming terrain. It is said to be haunted by roaming spirits and the dead. It is a mix of hills and flooded lowlands, gnarly dark-barked trees, and cut through with endless waterways, stagnant pools, and hidden lakes that make travel and navigation extremely tough.

No normal man is familiar with living in Goatswood. It is a land of darkness, deformed animals, and fiendish races of old.
Jun 5, 2017 2:37 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
How and Why was Sorcha Rhone captured?

Last winter, Sorcha Rhone was ripped from Rutcranna’s hand by force, by The Hive. Rutcranna and Sorcha escaped the slaughter of Driftwood in the fall. Instead of fleeing, Rutcranna stayed in the Borgh Riac, running and hiding all the while, to try to save the captured women and youth of the Bat Hannocs being drug out from all of the settlements and camps throughout the area.

Rutcranna says that it was at Sorcha Rhone’s insistence that they stayed in the area. Rhone wanted desperately to save her girlfriends. They tried to ambush a boat transport led by only Phantom, carrying many captured girls.

It turned out to be a trap. The rest of The Hive and Fingol was nearby and closed in on Rutcranna and Rhone. Rutcranna was beaten and shackled. Rhone was captured as well, and taken away.

Since then, Rutcranna was a prisoner in her own home, which was occupied by Fingol, the Voice of Glaaki, the Prophet of the New Gods.

And since then, for about 3 months now, Sorcha Rhone has been a prisoner of The Hive and/or The Deep Ones.

Rutcrana is not entirely sure why Rhone and the other girls were captured and enslaved, but suspects that The Deep Ones and Glaaki intends to use them in some deranged and unnatural conversion process, changing them into something terrible, something inhuman.
Jun 5, 2017 2:38 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
What did Rutcranna do? How did she learn all of this information?

Fingol wanted to have Rutcranna as a personal prisoner; Glaaki and The Hive made sure it was so. Fingol wanted to learn all of Rutcranna’s draichta and worked accordingly in a manner that he thought was successful, to subjugate her and steal all of her power as she became his slave. Little did he know he was being played as a fool. Rutcranna acted the part of a weakening slave; all the while she was becoming more powerful, learning more of her enemy.

She learned of the power of the abomination growths, of Glaaki’s biological takeover of men via the barb spines, of the true identity of The Neighbors. She secretly developed rituals that would disrupt the senses and movement of the Glaakieiou. Foolish Fingol, first a lap dog of Glaaki and The Hive, soon became a lapdog of The Witch of Old Island (Rutcranna) as well, though he never knew it.
Jun 5, 2017 2:38 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
What are Rutcranna’s intentions?

Thanks to the mercenary team, Rutcranna has been freed and now she is ready to throw it all on the table for a bold rescue mission to recover her daughter. She plans on packing every component, contraption, equipment, and ritual she has to do damage and wreak havoc against The Hive, The Deep Ones, and even Glaaki himself.

Though Rutcranna sent a fake message that the group would invade Nahrooma to the south (the false plans spoken into the ears of defeated Bull and Bird before their spine barbs were remove), she really is planning to go north to Goatswood. She has reason to believe that she can make contact with secret group of allies who have conglomerated there in Goatswood.

Rutcranna has come to learn that Sorcha Rhone and the other girls and women are currently being held in a secret prison site in Goatswood, not in Nahrooma as was once believed. Rutcranna’s goal is to divert attention to Nahrooma, but instead quickly find the prison in Goatswood, recover Rhone, and make good a true escape from the Borgh Riac.

Rutcranna will go alone if she must, but of course she hopes that we will help her.
Jun 5, 2017 2:39 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
What can be expected?

Hopefully Glaaki, The Hive, and The Deep Ones will be thrown off for a time. If the ruse works, the coalition of villains will prepare to defend against an expected assault on Nahrooma in the south.

Meanwhile Rutcranna hopes we will accompany her and leave Old Island right at nightfall, at which time Rutcranna will use some tricks and theatrics to cover their departure by boat. The plan is to cross An Tulecheo to the north, link with rare allies in Goatswood, find the Hidden Prison, and plan a prison break.

Rutcranna expects that eventually the Glaaki forces will regroup, redirect, and come after them in Goatswood. So everyone has to be smart, work quickly, and be bold. It is unknown just how long they will have before their enemy regroups and comes after them wherever they are in the Borgh Riac.
Jun 5, 2017 2:39 pm
5th of Raskine (First month of Spring)
Late Afternoon
Rutcranna's Mission Briefing in the Old Island Cabin

Region Map: The Borderlands of Eastern Jeres
Short Summary of Rutcranna's Info Dump and Mission Briefing

The Plan to Find and Retrieve Sorcha Rhone (as posited by Rutcranna): Use the red herring distraction we allowed Bull and Bird to hear, wherein Glaaki forces will organize to defend an expected assault on Nahrooma, to keep the enemy's focus off of...

Our real objective: Leave at nightfall, make our way to Goatswood, connect with Rutcranna's 'rare allies', then find the Hidden Prison and retrieve Sorcha Rhone. Time will be of the essence as, sooner or later, Glaaki forces will undoubtedly become aware that the assault on Nahrooma was nothing more than a ruse. Once that happens, we can expect that they will scour the swamp in an effort to find us, and more importantly, to find Sorcha Rhone (who Rutcranna believes has immense value to Glaaki, via some ritual she believes will transform the girl into some inhuman monstrous being... or something like that).


Glaaki: the main bad guy, a Great Old One slug monster that has psychic powers and manages physiological transformations upon his victims and servants

The Scath: ancient Uisde spirits, former cult of Glaaki who somehow gained some semblance of bodily form and summoned their god monster to Nahrooma

The Glaakieiou, aka The Hive of the Collective: Men gradually transforming into monsters with great physical and mental powers by the barb spines of Glaaki stabbed into their backs

The Deep Ones, aka The Neighbors: Another race of ancient beings who usually live underwater or hide in the swamp, now serving Glaaki and supporting The Glaakieiou

Naahrooma: ruins of an ancient Uisde city to the south, the headquarters and stronghold of Glaaki and all of the bad guys

Goatswood: a haunted area of hills, swamp, and forest to the north. Hopefully where Rutcranna can help the team link up with rare allies and find Sorcha Rhone in a hidden prison camp.
Jun 22, 2017 7:14 pm
6th of Raskine (First month of Spring)
Dawn

Region Map: The Borderlands of Eastern Jeres
Last night, after the battle with the Hive, we talked over strategy during a veritable feast prepared by Maeriks. We moved out under cover of darkness, at nightfall, making our way to Goatswood (escorted by alligators! they literally fought off other alligators I can only assume were minions of Glaaki!).

After a dark and silent trip, save for the occasional tussling and splashing of alligators in the black, we arrived at Goatswood. Met the natives (Tochoans), a smallish (4 feet tall) primitive seeming tribe. We witnessed a strange ritual ceremony wherein a long-horned goat was sacrificed, head cut cleanly off, to a strange and alien looking statue (Chaugnar Faugn), splitting the beast open immediately after death.


THE STATUE OF CHAUGNAR FAUGN
https://dl.dropbox.com/s/zd21hpakpwfj40z/chaugnar_faugn.jpg


A priest or shaman of some sort, Chim Nolp, sifted through it's entrails, seeming to find knowledge there, casting some of the guts at the crowd. Moments passed and finally Chim Nolp spoke these words:

"Um cipac cutl pac nachil."

My understanding of their language isn't perfect, but it a semblance to Gaerimundi I learned in Mozamyah, and means "A Time to Clash." It would seem the natives were aligned with our purpose in some way, intent on confronting Glaaki and the Hive.

Preparations were made throughout the night, with a plan to coordinate an attack on what seems to be a holy place of sorts for Glaaki and The Hive, a 'Black Ziggurat.' The Tochoans will also attack the dark trees, trying to cripple the Hive's sorcerous movement capabilities.

As part of the operation we learned to use a fascinating creature, the krekutil , as an underwater breathing tool of sorts, wearing them on our heads, wherein they would seal at the neck (fascinating00 I've never seen anything like it!). It took some getting used to, learning to breathe a liquid that enables us to make the deep dive into mostly submerged temple. We're being led by a Tochoan named Hinka, who has much experience in the waters around the ziggurat, and will take us down into the black depths, showing us the underwater entrance to gain access and, hopefully, a way to locate and retrieve the girl, Sorcha Rhone.

Down there what are called 'Deep Ones'... and it is believed that Gorolach, son of Daolach, called the 'King in the Box' resides with what I imagine is some sort of cult-like harem. Captive women being kept alive for breeding? It would explain why the Tochoans see supplies being brought in. I can only wonder.

If all goes as planned, we get in and get out with one more then we started with, the girl.

Fates be kind, we don't lose a man.

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