Monday, December 12, 2011

The No-Action Game: Saying Goodbye to Donzabel, AGAIN!

After the seemingly catnip driven frenzy of the un-Hellow Kitty-like kitties in the market square in Sombar, our mauled and much scratched up adventurers await the arrival of the city guard, albeit rather late. Our intrepid band of comrades was just coming to grips with the all too familiar loss of our druid friend Donzabel when the city guard surrounded us and demanded that we explain the bloody event that had just taken place. Ydenzyk was nowhere to be seen.
The captain of the guard identified himself as captain Alex and uneasily awaited our explanation. We thought the scene self-explanatory, but to appease the strict-minded law man's demands, offered as our defense the slain corpses of the cat people and appealed to his sense of logic. He conceded that indeed we had done Sombar a service, but that our own identities were still in question and that it would serve the public interest if we would accompany him to his command post to ascertain our identities and how we ourselves entered his beloved Sombar.
Obviously injured and a bit disoriented after such a horrendous battle which cost the life of not only Donzabel but also the life of his "wolven life partner, and Aleska's latest creation" we were reluctant to be rushed off in a manner befitting criminals, and repeatedly made our case to captain Alex. Madak even appealed to the good people of Sombar, who had just witnessed the attack of the cat people and the defense of their city by the stalwart group, to step forward and give witness in our case. Alas, dazed and confused by the bloody brawl they had been subject to, as well as their own losses, they only wept and or stood dumbfounded with heads hung low.
Only one person stepped forward in our defense; the simple-minded-Prolth-charmed hottie, Cathy Baker (no relation to Tammy Fae Baker) ironically holding a very apt symbol of her personality; a beautifully crafted but oh so empty bucket. Ydenzyk was nowhere to be seen.

Just when we thought our case was looking up, it was made a bit worse with the verbal mumblings of Prolth, who at one point let slip that "We entered Sombar magically, by teleporting." When captain Alex attempted to follow this line of questioning Prolth adeptly retorted, "What? Hu? Um, I don't remember."

Needless to say, we weren't inspiring confidence with captain Alex and he called even more city guard with weapons in-hand who surrounded and menaced us. In our present condition it would have been madness to fight with the guard and captain Alex, who was, after all, only doing his job as a peace officer of a lawful city. Therefore we acquiesced to his demands with the proviso that we first visit the Cathedral of Paylor for some much needed healing, lest we expire en route to the command post, a wonderful suggestion made by the ever cerebral Aleska. Ydenzyk was nowhere to be seen.

At the Cathedral, Father Mulkton was made aware of the hair-raising Cat-astrophe including part 2 of the continuing saga of The Demise of Donzabel. Father Mulkton, also known as "Papa Mulky" to the choir/ altar boys, sympathized with us and healed us of all our wounds. Some discussion ensued about who would take the again vacant place of our again fallen comrade, and as quick as you could say "wizard council's conspiracy" there in the room was a handsome, more-than-capable elf druid to do just that, take Donzabel's place. "Wow, how convenient!" you say? Well, that's just how Madak saw it. Magic users and all they're trickery aren't worth a beautifully crafted bucket of warm ogre spit. Although to his credit, Father Mulkton vouched for the unimpeachable character of Aleska, thereby throwing us all in a good light with captain Alex, which made clearing our names in this meow-mix up all the easier.

The capable looking elf's name is Dragan-Ass, though I am sure it is pronounced differently in his mother language, it started a subtle chuckle-wave about the room that, it seemed to Madak, even the holy and venerable Father Mulkton gave a chortle, albeit masked as a sort of a cough. Ydenzyk was nowhere to be seen.

We were in great need of food and drink but also had to attend to our fallen brother-in-arms. As Prolth lay across Donzabel's body wailing and slobbering in an obvious attempt to extract his due compensation for allowing Donzabel, while living, to be the actual friend to the mighty Prolth, Madak quipped, " Watch his hands." We decided to first accompany the lawful captain Alex to the command post to clear up the litter concerning the bloody cat-brawl of Sombar, as it was later to be famously known, and then say our farewells to Donzabel, and THEN seek food and drink. "Friends before Food" as we half-orcs say, truly a motto to live by.

We accompanied the good captain and his retinue of puny underlings to the command post where our identities and motives were soon made clear and we were released on our own recognizance to bid a, let's hope, FINAL, final farewell to Donzabel.

We returned to the cathedral to find Dragonass in possession of all the hard fought rewards that had once been proudly brandished by our fallen brother, who lay, body still warm, on the cold brick and tile floor of the cathedral. "This is how followers of Paylor are treated in Death?" thought Madak, and a hardened half-orc warrior of many bloody battles with many scars inside and out, had to turn away from the cold butchery of religious greed and frivolity. Yet, I digress.
We each spent a quiet and private moment with the remains before Dragonass was to take the body to a serene place for burial.
Prolth, ever lacking fitting words, played his heart out through his magical instrument and shed a tear or two. Madak, in the way of his kind, gave Donzabel a good "smash" in the face goodbye, but not too hard as to ruin the stuffy druid burial ceremony. Each in his turn, and each in his own way said a bitter goodbye to Donzabel, once and for all. All of us, as we stood over the expensive corpse, secretly in our heart of hearts, wishing that we could get even a partial reimbursement of that 25,000 gold that we so innocently paid to have this boob resurrected, and vowing NEVER to do that for another beloved comrade again. Ydenzyk was still nowhere to be seen.

With heavy hearts and empty stomaches we found our way to Maxine's Utter (Bar and Grill) to lighten our hearts and fill our stomaches. As always, the jester was there delighting the crowd with his antics and buffoonery. Madak gave the familiar half-orc fist shake to the barkeep, who was also a half-orc, and with gratitude in his heart and a gruesome grin on his scare-ridden face, he replied in kind. Despite his pleas for the now disjointed band of brothers to sit at the same table and share the grief, most of us decided to keep a vigilant watch from different vantage points and not let our guard down one bit. At least, that was Madak's reasoning for shunning Prolth's warm gesture. Madak also didn't care to sit with the stolen-articles-adorned unproven peacock, Draganas, as the half-orcs' loyalties are not so easily shifted from a beloved comrade to an unknown-elf-of-dubious-loyalties-not-yet comrade.

Also in attendance was the slippery Dugal and a dark and dastardly duo sitting at a table near the entrance. One of them had tattoos on his bald forehead and a hidden but noticeable pair of dangerous dangling daggers which hung at his sides. As Grun would have it, there was an empty table behind the sinister pair. Madak took advantage of the gruesome gift from Grun and stealthily moved to occupy the strategically sound sitting position. Prolth, ever watchful as well as playful, noticed Lazarus sitting alone in the corner opposite the jester and made his way over to him with his bucketload of a woman in hand, and with a load of a bucket in her hand. They exchanged salutations and pleasantries, and Lazarus commented that perhaps the girl would fit in better if she dispensed with her ornate yet burdensome looking companion. She hesitated, then, after consulting her newfound soul-mate, Prolth, reluctantly laid the bucket down.

This is where our friends, our brothers in arms, are left for now. Frozen in time, until the next time we meet again for...... the game.

P.S. This took me a long time to write, as I am literally literarily handicapped, so if you don't like it just keep your snide comments to yourself and ask someone else to write the blog next time. If events are out of order, left out, and or mixed up in any way I apologize and will rectally, wait, no, rectify your whiny and anal-retentive concerns and complaints as they flood toward me in a torrent of tumultuous tirades. I would also like to thank the dictionary in my Mac, without whom the spelling would have been atroshious, wait..., atrocious.

Sincerely and with all humility,

Dave (Madak)

Monday, December 5, 2011

Cats in the Marketplace--or--Why DonZAbel really should have embraced pacifism this time around

Prolth's keen senses were tingling. Something was very wrong with the woman standing by the stall and the man lounging near the deck adjoining a well kept-up building behind him. After all, how could they not be enjoying his dancing and Pan pipe playing?

Once again Prolth's superior intelligence had assessed the situation and he had immediately taken the action necessary. He, Madak, and Ydenzyk had just been joyously reunited with a resurrected DonZAbel and the gnome that had made that possible, good Aleska. Prolth knew that a conference was in order, there were topics that needed to be discussed and plans that needed to be made, but that would be hard to do with far too many ears around them. And so Prolth danced. He danced a jig that far out-jigged the kinds of jigs these somber Sombarians were used to, and topped it all off with his ever-charming Pan pipe playing. This of course gathered a crowd and not a small number of coins at his feet--these Prolth entrusted to a somewhat slow man that was eager to speak with an entertainer of Prolth's caliber. Sent on his mission to provide ale and bread for all those gathered, the man set off to the sound of Prolth's clapping and heartfelt proclamation of his new mayorship--we all need to feel good about ourselves from time to time--followed by nearly all of the other villagers who had been gathered in the marketplace. They now had the privacy they needed.

Yet for some reason his comrades failed to follow Prolth behind the building where he wished to speak with them and remained in the center of the market, gawking lamely and milling about. Ydenzyk had the good sense to go and hide himself, keeping his eyes on the suspicious layabout near the deck, but Madak, DonZAbel, and Aleska stood there with their hands in their metaphoric pockets, chewing the cud as it were. Realizing that only his superior leadership could salvage the situation, Prolth quietly moved back towards the group; it was then that Fortune smiled on him as she often does on her favored creatures, the satyrs. Prolth noticed that the woman standing near the stall was nodding in a conspiratorial way at the man near the deck, in a way that indicated to him that she was not at all what she seemed. Wasting no time, Prolth reached for his magically baned mace and swung through the air near her with enough force to make his point but not enough to hurt the woman should the blow have landed. Startled, she cried out in a falsetto so false that Prolth's worst doubts were confirmed.

Madak, seeing what had happened, called out to Prolth asking what was going on. Prolth informed him that the woman and the man were evil spies and ne'er-do-wells, information which sent Madak into a howling rage and caused him to charge at the woman, swinging wildly with his greataxe. Yet even the mighty Madak missed his mark, this was a foe indeed. Battle had been joined.

The lounger near the deck now started lopping towards the group still in the center of the marketplace, joined by what appeared to be a little girl, heading straight towards DonZAbel, his wolf Gorak, and Aleska. Hedging his bets, DonZAbel turned himself into a canary and took flight, chirping happily in an apparent bid to amuse his attackers, and ordering Gorak to stand his ground should he be attacked. Aleska, on the other hand, reached into his magical bag and produced out of it a creature of awesome skills and power, a mechanical Xill that he called Igor and that looked like its four arms could slice through just about anything. Ydenzyk, quietly watching all this from his hiding place near the building with the deck, waited for his chance to strike.

The woman flanked by Madak and Prolth squealed some nonsense about being innocent and rushed to the other side of the stall, getting a taste of Madak's potent greataxe as she went. The blade cut deep but seemed to not do the damage it might. Prolth, ready once more to defend his allies and promote justice for the downtrodden as he wrought havoc on evil oppressors everywhere, fearlessly and without heed for his own safety drew his bow and struck the little girl with an arrow that pierced deep into her flesh. He was not afraid of this female child.

Aleska took to the air, flying above the now bright yellow DonZAbel, and ordered Igor into the combat. Gorak growled and prepared to bite as the man and girl in front of him suddenly metamorphosed into hissing cat-men armed with swords and wearing shields. The woman near the stall changed into a similar creature, hideous to behold in her feline frenzy, unarmed but blistering with magic. She pulled a scroll from her bag and cast a mighty fireball on the group in the market, scorching a helpless civilian along with the party, and then moved to crouch behind a nearby building.

DonZAbel, Gorak, and Igor took the brunt of the damage, while Aleska managed to dodge most of it and Madak elegantly avoided all of the blast. DonZAbel struck back with a lightning storm on the wretched sorceress, doing mighty natural damage to her. Madak moved in to strike at one of the cat-men, his axe's sharp edge finding home but then somehow, inexplicably, dropped to the ground. Gorak lay unconscious on the ground, his soft breathing reminding DonZAbel of how he looked in sleep, and his canary heart filled with affection for his animal lover. Igor too struck out at a cat-man, but the damage done was not what one would expect it to be, and Prolth's arrow too failed to find its mark this time. Aleska's magic missiles, however, did not, and burned into one of the cat-men.

Ydenzyk then acted with the ferocity common to his kind, unleashing a flurry of arrows into the sorceress and doing terrible harm to her. She answered with another raging fireball that consumed DonZAbel, Gorak, and Igor completely. A pair of tears rolled from Prolth's eyes as he saw DonZAbel, only just brought back to life a mere week ago, once more slain in the midst of battle. At least this time he died with his beloved, though not, unfortunately, snuggled amidst Gorak's legs. Madak struck out, bringing down a cat-man with the terrible might of his vegenance, Aleska once more hit back with his magic missiles, and Ydenzyk let loose another storm of arrows that sent the sorceress cat-woman to her goddess. Prolth, taking careful aim from a hidden position to make the most of his stunning marksmanship, drew and released an arrow that was shot so skillfully one could easily have mistaken it for magic. Prolth's arrow splintered through the remaining cat-man's shield, entered through his eye and came to a stop deep in his head, bringing down the last remaining foe.

Satisfied with the sound of the approaching city guard, whom Prolth had been calling on the remaining stunned villagers to summon, the party looted the bodies of the dead and then informed the newly arrived guardsmen of Prolth's heroism in discovering such vile evil-doers who had somehow infiltrated the good city of Sombar, and the party's prowess in dispatching them. The day had once more been won, but the party mourned the loss of their druid friend, his wolven life partner, and Aleska's latest creation. A bittersweet sensation filled Prolth, and he knew that this would not be the last they saw of these cat-like creatures.

Saturday, November 19, 2011

Indell Keep





My Student's Game

Every Tuesday I teach Souma, an eleven year old. He loves the game. If he does his homework and some decent study in class then we can play the game for up to 30 mins every 2nd week or so. I've tried to keep it simple for him but he's a smart kid and is onto the rules. Not sure if armour class and critical hit etc are going to be much use to him but he uses a lot of English within the game. "I attack the skeleton with magic missile!"
The only thing I'm concerned about are the moral dilemmas he's faced with in the game. After defeating a group of bandits that ambushed his party the last surviving one surrendered. He wasn't sure whether to kill him or not. He even said, in Japanese, that if he doesn't execute him he'll just attack other people. I said maybe he has learnt his lesson. He was still going to kill him so I got the bandit to beg for his life by aiding him on his mission. Souma was very calculating and wanted to know how he could benefit the party and if he'd turn on them. Later when the bandit was swallowed up by a large frog he just left him in it's belly to take horrific acid damage. He revelled in the bandits demise. Then once he had retrieved Lord Gregory's ring he thought about keeping it for himself but rationalised there was more to be gained from further missions from the local lord of Camiram. This is a picture of his party accepting their next mission from Lord Gregory.

Monday, November 14, 2011

Into the Wasteland


I've never failed a job. And in this game, your reputation is worth your weight in gold. Or in my case, platinum. Pocketing the reward after a successful mission is always a good feeling, but my reputation will keep me fed into my old age.
I've never failed a job, but then again, I've never taken on anything I didn't think I could handle. It pays to be cautious. So this time, when Stromm called me in to brief me on the situation, I weighed up the odds, and figured it'd be no problem. It's not the first time I've been wrong.

In the past, Stromm had always given me bounties for persons or monsters within the wasteland; this was the first time he had gone to measures such as teleporting me hundreds of miles. And into an active battle no less. Immediately I realized the import of this mission. He bid me help the group led by the wizard Aleska, and to surreptitiously recover a statue either from Praxis's house, or from his enemies. I was then to invite the party to Indel Stronghold and deliver the statue to no one other than my employer.
After defeating the Rakshasas and securing the item, I feared all would be undone by the unwanted arrival of a WC security force. Knowing I've never possessed the art of negotiation, I quickly hid to see how the situation would play out.
There was no reason to believe that these adventurers would cover for me; We had only just met. And for a moment, it seemed I might have to sneak out of the area and walk the 150 miles back to the wasteland in order to complete my job. But lucky for me, through the quick wit of that satyr, and the fortuitous ignorance of the wizard, the security force went back to their other futile efforts at peacekeeping.
Now free from distractions, I encouraged the party to travel to Stromm's keep using the teleport scroll he outfitted me with. The half-orc stubbornly demanded I show them the statue before they went anywhere, but that was not in my job description. And I've never failed a job. Yet again, the quick and subtle wit of the satyr helped me with my toil. A quick toot on those pipes of his seemed to mollify the barbarian like a rattle to a babe. I think I even heard an offer of lemonade...
It was then that a seemingly old companion of the group, the druid DonZAbel, flew in with tidings of a meeting between the outlaw Tatian and the ill-omened Al'Chazar. Thinking this to be news Stromm might like to hear, I figured it would not be a breach of contract to escort him as well.

Finally free of misgivings, the party agreed to travel with me and we teleported deep into the wastelands, a short march from Indel. I say short, but in that blighted land, plagued with all manner of monstrosities hungry for a morsel or a bit of malicious entertainment, no march is that short.
And no sooner had we set foot on the road to Indel, than we perceived an ominous speck on the horizon-- a dark form borne aloft on dark wings. If you are to survive in this wasteland, you quickly learn that a shadow in the sky usually means just one thing: a dragon.

With hardly a thought, we all agreed to hide, taking to the trees along the path. The dragon grew larger and larger as we sought to conceal every part of ourselves. And just as the dragon drew close enough to see the red gleam of its scales, we looked to see the druid with his feet and legs very visibly sticking out from his place of hiding. I've known many druids, and many druids like DonZAbel. At every other time, in any situation whatsoever that even slightly smelled of danger, I imagined DonZAbel changing into one of his highly adapted animal forms, physically and masterfully suited to hiding from all manner of creatures, even in their natural element. But of course I just met this druid and didn't know his habits.

At any rate, the dragon was soon upon us, and as soon as it spied the imperfectly-concealed legs of our companion, it let loose a great conflagration from the depths of its gullet, engulfing the entire area around the druid. Lucky for him he is better at diving for cover than finding it: Just as the fire enveloped the bush hiding him, he leapt out, seeming to avoid being burned too badly. His pet, however, was not so lucky.

Soon after seeing his friend burned, the satyr selflessly pulled out his pipes, hoping to once again mollify the situation with his haunting, goatish melody, but alas, this dragon seemed far too hungry to be dissuaded by a tune.

The rest of the battle was a blur. The brave druid, knowing it to be too late to hide, courageously rose up before the dragon, bearing forth all of his wrath. He raised his arms, and the clouds above grew black and began to churn in an angry spiral above the dragon. A quick, cutting motion from the druid brought down an arc of flashing blue lightning, wracking the beast and causing it to roar in frustration. Arrows rained into its scaly hide from my bow and the satyr's. Enraged, the dragon flew up, and then dropped directly down upon the satyr and his hiding place, crushing both him and the tree he was next too.
DonZAbel again sent forked lightning flashing from the black maelstrom above the dragon's head, and again the dragon bellowed its rage. Momentarily forgetting the squashed goat-man beneath it, it charged towards DonZabel, who valiantly stood his ground.
Meanwhile, the half-orc made the most of the beast's distractedness and moved close to the wizard, Aleska. Receiving powerful magic buffs, the barbarian charged into the dragon, smashing his axe into the tough, scaled flank. But alas, it would not be enough.
One final time, with the dragon's hot, putrid breath fuming out from a deadly, razor-fang filled maw, the druid pulled down a third charge of white-hot electricity, sending it full into the ugly face before him. Again the dragon screamed its hatred, but this time, without hesitation, it brought forth all of its fury in a full attack on the brave druid, using all of its formidable natural weapons. The satyr and I fired more arrows, but it was too late. In that flurry of fang and claw, the druid had met his match.
Madak, the loyal half-orc, seeing his friend (of just a few days) cut down, slammed home his axe again and again, finally finishing the work of the lightning and the arrows.

With the battle finished, the party secured the area, collected the brave hero's body, and posted a watch lest any other vile creature catch them unawares.
The wizard, Aleska, voiced his need for rest, but Madak and I, seeing the barbarian's need for new armor, and the perfectly sized hide of this red dragon, decided it was worth a few minutes to butcher the beast and carry the hide back to Indel Stronghold. After all, we both had much experience in the ways of survival, it shouldn't take too long. And in the meantime, there couldn't possibly be another threat this soon after two battles when everyone was exhausted of resources. Right?

Artpacks

Nick is using a lot of the artpacks from this page.
For now, please download # 2, 3, 4, 5, 6, 14, and 16

Then put them, in their original folders, into your "battlegrounds>figures" folders.

Tuesday, November 8, 2011

Aleska the Gnomish Inventor

After being hand picked by the High Priest of Pellor (note LG high Priest) for an important mission, and then being summoned back by my kindly old sensei (note LG powerful mage) I discover that my true colours have been revealed - no I'm not LG as I thought I was all along, but quite the opposite (maybe watch Tootsie for some insights) so be prepared fellow bastards.

Monday, November 7, 2011

What Really Happened --or-- How Prolth saved the day and the party from disaster

The party was hard-pressed. Shine had just been killed by one of the mysterious cat men and all sensed the danger around them. If the group were to survive the encounter each member would have to act quickly and decisively--not a moment could be spared and each action required resolute determination and strength. All were keenly aware that their lives were hanging by threads. And so Prolth hid.

But he did not just hide of course, he also let loose a devastating sneak attack against the nearest cat man, rallying the party and inspiring them to continue the fight even in Shine's absence. Hearing the call resounding in the air after Prolth's arrow had whizzed by, Madak and Aleska found the courage to fight.

The tiger man was still nowhere to be seen and so Madak moved to the rear of the nearby hut to search for him while Aleska cast invisibility on brave Prolth. Emboldened by his now heightened ability for stealth, Prolth moved to the rear of the hut as well and it was there that his keen senses picked up two of the cat men although the tiger man remained at large. Paying no attention to the risk he was taking, Prolth moved by the two cat men and positioned himself behind them, yelling out to Madak that one could be found directly in front of him. Madak then struck a furious blow, and the feel of his greataxe slicing through the hidden cat man must have been very satisfying indeed.

No doubt frightened out of his senses by Prolth's proximity, the cat man nearest him scrambled up onto the roof of the hut, quickly followed by the other. Prolth dutifully announced this to all as well, and Aleska, flying overhead, spotted one and outlined him with some dancing lights so that the others could more easily spot him. Madak too followed suit, climbing to the roof himself with Prolth joining him at the far end.

A strange reptilian cry from a small lizard man on a boulder in the yard threatened to distract the party, but they overcame the creature's need for attention and focused on the task at hand. Madak delivered another furious blow to the prone cat man nearest him, pathetically trying to hide in the shadows of the roof, and cleaved its head clean off of its body, letting the fresh corpse roll to the ground below. Aleska then cast Levitate on the lizard man still screeching to be noticed afield and commanded his mechanical lion to move behind the building to where the cat man had fallen. The tiger man remained at large.

Prolth, once more risking life and limb in the valiant fighting style for which he is so well known, stepped forward to allow Madak to flank the remaining cat man on the roof, but this was not to be as the cat man struck out with lighting speed and dealt Prolth two devastating blows, one of which struck home as only a sneak attack can and damaged the mighty satyr almost beyond recognition. The cat man then leapt through the hole in the roof, leaving the bloodied but not beaten Prolth with no enemy in sight.

Madak followed the cat man down into the hole, but despite his darkvision he could not spot the creature in the confines within. Prolth, thinking quickly despite his terribly wounded state, pulled out his coin of light and also jumped into the hole, while the lizard man moved into position to shoot at the creatures within and Aleska continued hovering above.

The cat man could not be found, but there inside the hut things were being shouted in a language that only Aleska could understand, and the frantic cries of what must have been the tiger man were duly translated for the party's benefit by their wise gnome wizard. It was then that Prolth spotted a statuette of a woman bathing being lifted off the mantlepiece and disappearing. Yelling this out to Madak the barbarian half-orc then struck three times, hitting home with the last and revealing the position of one of the creatures. It was all that was needed.

The lizard man rained down arrows on the creature from outside, and Prolth readied to do so as well from inside, when more orders came from the invisible tiger man. The cat man was to draw them outside! The cat man then fled the room, and it was soon revealed that the tiger man was outside as well, but the party would have none of it.

Aleska once more outlined the cat man with his dancing lights, and the tiger man revealed himself as he tried to strike with his greatsword near the very boulder that the lizard man had once been atop. Our heroes were of course too much for the villains, and as poisoned arrows sped into their feline hides and Madak's greataxe sang through their flesh, one after the other fell, the tiger man brought down by the lizard man's arrows and the cat man felled by a single shot from Prolth--not, of course, because Prolth can only shoot one arrow at a time, but rather because he only needs to shoot one arrow at a time.

Victorious, our party breathed a deep sigh of relief. The lizard man introduced himself as Ydenzyk, sent by Stromm of the Wastelords to assist them and invite them to the Wastelord's keep. The news that they would have the honor of meeting the four Wastelords, and especially the glorious rogue/bard Lyle, in person further bolstered the spirits of all. But Praxis was dead, and Aleska grieved for his former mentor. Madak made some cryptic remarks about filling shoes and attempted to de-boot the poor slain wizard as Ydenzyk grieved himself for Shine and collected a finger from him, also taking the statuette from the slain tiger man. Prolth searched the bodies of their enemies for loot, and, amongst the weapons, armor, and platinum pieces that he found, gallantly pocketed one of the seven gems that were among the fallen, being the true rogue that he is. His keen skills also discovered a ciphered message tucked into ankle pouches of each cat man, and Aleska determined that the code could be broken but that it would take time.

It was then that the party was met with an unexpected turn. Like true politicians, a security group from the Wizard's Council suddenly showed up, unlooked for and unwelcome. They offered no help but simply made demands, and despite Aleska's warm words to them all they could reply with was that they wanted the statuette that the tiger man had been after. Aleska, in a move that shocked all, baldly lied to them and said he had no idea what they were talking about. The leader of the security group, Leeadak, then turned to the mighty Prolth for assistance, no doubt recognizing in him a creature of immense integrity and wisdom.

Prolth, although he could not understand why Aleska would want to deceive those of his own order, and knowing that the group could scarcely afford to make enemies of the powerful Wizard's Council, then bravely and selflessly announced that it was Aleska who had the statuette and Leeadak should seek it from him.

Taken aback, the security group then prepared themselves for action, and the party once more felt its nerves on end...

Loots!

4 magic short swords
magic greatsword
4 ? potions
2 cure potions of unknown type
800 pp
7 fine-looking gems (one pocketed by Prolth)
magic armor (from Rakshasa)
Praxis's staff
Magic Chest filled with gold coins
scroll

Ciphered message on Rakshasa's ankles.

In the house:
6 scrolls
500 pp
10 gems
Spellbook

20,000 gold in chest

Sunday, November 6, 2011

The Wizard's Council


The Wizard Council Protectorship extends from The Spine of the World in the north to Iriaebor in the south. On the East/west axis it extends from Mintarn Island to the Forsaken Desert. Non-intrusive protectorships fees are respectively charged to all states within this area.


The Wizard's Council incorporates the Wizard's Guilds of each city. Candidates are recommended to the Lower Order from their guilds.


The Lower Order is restricted to 75 Lower Order Members (L.O.M.). These members are elected by the Council of Five and the Higher Order from the recommendations of each guild (apportioned representation) every six years.

Membership of the Lower Order requires a candidate must be at least of the 10th Circle of any combination of arcane magic.


The Higher Order is restricted to 50 members. The Lower Order elects or reelects 25 members to the Higher Order every eight years (majority vote). The Higher Order Members (H.O.M.) that must face election are drawn by lot. Any Lower Order Member may place themselves up for election to the Higher Order but forgo their vote. Those members that are voted off the Higher Order exchange positions with those newly appointed from the Lower Order.

Membership of the Higher Order requires a candidate must be at least of the 15th Circle of any combination of arcane magic.


The Higher Order elects members to the Council of Five every twelve years.


The Council of Five apportion representation for each guild. The Council of Five can call emergency sessions of both the Lower and Higher Orders from four days of an emergency proclamation. The Council of Five can elect a member from amongst themselves to be appointed High Councillor at any time. A High Councilor's vote is worth two votes. The Council of Five can elect to try and scry and/or spy on any member at anytime - must be a unanimous decision by all Councillors.


The Lower Order can pass a vote of no confidence on the High Order during a sitting if an 80% majority is achieved.

The Higher Order can pass a vote of no confidence on the Council of Five during a sitting if an 80% majority is achieved.


Any member can be expelled by their respective Order during a sitting if an 80% majority is achieved. Any acts of aggression from one member to another is punishable by permanent expulsion and incarceration via the Imprisonment spell for a period determined by a vote of all members. Periods are ten, twenty, fifty, one hundred years or eternity.


No business transactions are to be conducted with fellow members and all business interests must be publicly disclosed. Magic items and weapons and the use of magic are forbidden during sessions. If any of these criteria are not met then immediate expulsion occurs for a period of ten years.


The Wizard's Council High Cleric opens all sessions with ministrations to Boccob (The High Order taking precedence).

The Lower Order sits annually on the first day of the year.

The High Order sits biannually on the first and middle days of the year.

The Council of Five is permanently convened.

Members not present cannot cast votes.


The Council Captain commands the Diamond Citadel Guard of 25 Eldritch Knight Officers with 100 Knights and 150 Heavy Horse Archers. This guard is under direct control of the High Councillor. All constantly man the walls of the Diamond Citadel by rotation. One mixed squadron is always on the ready for operations abroad. The Heavy Detachment is equipped with mobile heavy armaments.


The Wizard's Council High Cleric and his 12 staff cast divine spells on behalf of The Council of Five.


The Lower Order Chamberlain (L.O.C.) manages the Lower Order finances. Elected by a majority from the Lower Order. The L.O.C. is a full time position and has three permanent staff.

The Higher Order Chamberlain (H.O.C.) manages the Higher Order finances. Elected by a majority from the Higher Order. The H.O.C. is a full time position and has six permanent staff.

Both the H.O.C and the L.O.C. decide annual protectorship fees based on a states net income. They both also pay and administer the Diamond Citadel Guard and various staff.


The Lower Order Sage (L.O.S.) presides over Lower Order sessions and decides tied votes. Elected by a majority from the Lower Order for a period of three years. The L.O.S. is a full time position and has a permanent staff.

The Higher Order Sage (H.O.S.) presides over Higher Order sessions and decides tied votes. Elected by a majority from the Higher Order for a period of four years. The H.O.S. is a full time position and has a permanent staff.


Stipends are paid for sessions attended dependent on membership order and duration.

Lower Order Members - 1,000gp with a 500gp bonus for each decades service.

Higher Order Member - 2,000gp with a 500gp bonus for each decades service.


Council Captain 10,000gp annual salary

Lower Order Chamberlain 10,000gp annual salary

Higher Order Chamberlain 12,000gp annual salary

Lower Order Sage 15,000gp annual salary

Higher Order Sage 20,000gp annual salary

High Cleric 25,000gp annual salary

Councillor 30,000gp annual salary

High Councillor 50,000gp annual salary


Retirees who served a minimum period of twenty years are paid 1000gp annually.



Wizard Council Security Squads (W.C.S.S.)

W.C.S.S. leaders are elected by the Higher Order from its members each year.

W.C.S.S. members are elected by the Lower order from its members each year.

Four members on each W.C.S.S. (one leader and three members).

There is a W.C.S.S. for each of the eight points of the compass. Squads have jurisdiction over their respective areas.

The Council of Five control all the W.C.S.S.

W.C.S.S. activities, deemed to be non-compromising to the security of The Wizard's Council (Council of Five decide this), are reported during sessions of the Higher Order.



Diamond Citadel

The Council of Five and the Higher and Lower Orders convene in the dazzling Diamond Citadel. This monolith is situated ten miles North of Waterdeep on the Longsaddle Road. Due to its diamond construction it can be seen from many leagues distance, including Waterdeep. Its glare on the horizon is a reminder to the citizens of Waterdeep and its surroundings of the lands true rulers. The diamond walls and extensive physical and magical defenses make this an impregnable stronghold. The north face still bears the scars of The Great Fissure* 55 years previously.

The Council of Five Chambers are situated within the crest of Kaster's* Keep. The Higher Order Chambers are situated within the Open-Air Courtyard beneath Kaster's Keep. Anti-scrying measures are always in effect but sessions are audible and visible from the Council of Five Chambers. The Lower Order Chambers are situated deep within the bowels of the Citadel surrounded by leaden walls, floor and ceiling.

There is a small chapel to Boccob where the High Cleric and his staff are permanently lodged. 5 Philosopher's Stones and 5 Cure Serious Potions are sequestered within the chapel. A stone and a potion are each allotted to a Council of Five Member.

Lodgings are available for all members for a week either side of sessions. Permanent lodgings are provided for The Council of Five, Higher and Lower Order Sages and Higher and Lower Order Chamberlains.

For members to gain entry into the Diamond Citadel all magical items and weapons must be deposited with the respective Higher and Lower Order Sages.

No magic may be used during sessions unless the Diamond Citadel is under attack.

Non members may only enter by invitation of the High Councillor, Councillors or the Higher Order Sage and all magical items and weapons must be deposited with the Council Captain.



*The Great Fissure was the alignment of Wizard Council members into either the camps of Gracchus Dio or Mordenkainen. Mordenkainen's camp prevailed and ended The Decade of Dictatorship**.


**The Decade of Dictatorship was the period of Gracchus Dio's autocratic rule of the Wizard's Council.


*Kaster Jingo Gingoin was the founding member of the Wizard's Council. A halfling Archmage who was deified by his people. Known as Gingoin the God of Mojo. A minor god within the pantheon. His symbol is the Laughing Geezer.



Factions

There are currently three factions that hold sway in both the Higher and Lower Orders. These are the Kasterites (who believe a middle road in the affairs of state are appropriate), the Isolationists (who believe that the Wizard's Council should not involve themselves in the affairs of state) and the Authoritarians (who believe that all states should be directly governed by The Wizard's Council with Wizard Regents in each state). Of the aforementioned factions the first contains the most members and the last the least. A Sorcerer's Faction exists primarily as a spell sharing fraternity but has been known to decide the vote. Many Independents are in both Orders.



Present Council of Five

Mordenkainen - High Councillor - Archmage - Rumoured to be over 100 years old but still looks to be in his fifties.

Bigby - Archmage

Otiluke - Wizard Evoker

Otto - Wizard Enchanter

Rary - Wizard Transmuter



Notable Members


Balder Coldshore - H.O.M. - Gnome (not originally, permanent Enlarge Self) Wizard Necromancer, ship builder

Victor Liadon - H.O.M. - Half-Elven Wizard Abjurer - South West Security Squad Leader - Ex-Council Captain

Stromm - H.O.M. - Half Orc Sorceror/Mystic Theurge - A Wastelord - Sorcerer Faction sub-leader

Guido Osky - H.O.M. - Tiefling Sorceror - Southern Security Squad Leader

Kildern Fornex - H.O.M. - Aasimar Wizard Evoker - Western Security Squad Leader


Ak'Chazar - L.O.M. - Rakshasa Necromancer - facing expulsion.

Aleska - L.O.M. - Gnome Wizard Effigy Master

Lady Genevieve of Dragonspear - L.O.M. - Human Wizard

Toln Greyhills - L.O.M. - Dread Necromancer

Jacob - L.O.M. - Gnoll (not originally) Mystic Theurge

Veronica Louche - L.O.M. - Human Wizard Enchantress. Widely rumoured to be the lover of The Councillor Otto.

Cimo Mok - L.O.M. - Halfling Transmuter

Thieln Nailo - L.O.M. - Elven Wizard

Lia Nailo - L.O.M. - Female Elven Wizard Evoker - South Eastern Security Squad Member

Jasper Shard - L.O.M. - Human Wizard

Sunian - L.O.M. - Human Court Wizard of Dragonspear

Ulfgar - L.O.M. - Dwarf Wizard. Rumoured to be on 'The Board' of Waterdeep Thieves Guild.



Notable Former Members


Gracchus Dio - Former Council of Five High Councillor/Autocrat. Expelled and imprisoned for eternity for The Decade of Dictatorship. Escaped.

Tatian - Former H.O.M. - expelled and incarcerated for conspiring against a Council of Five Member and attacking several 'Homs' and 'Loms'. Escaped.

Hexian - Former Higher Order Sage - currently incarcerated for a period of one hundred years for his role in The Decade of Dictatorship.

Praxis the White - Former Higher Order Sage,Higher Order Chamberlain and Lower Order Sage - retired but recently assassinated.


Recent Happenings


The Council of Five have called an emergency sitting of the Higher Order to expel Ak'Chazar for consorting with the miscreant Tatian. The High Council had Ak'Chazar scryed on and it was reported that he mentioned past and future meetings with the fugitive Tatian whilst under the supposed protection of anti-scrying magic.






For you iphoners

Here's a dice roller that let's you write all your own macros and save them. Can use this instead of the bgs version. I'm hoping to get an iphone soon myself....

quick roll

Saturday, November 5, 2011

The World - North



Mortal Machinations


Side Adventure Synopsis


The rebel Veddek secretly rendezvoused with two other centaurs just across the border of the Protectorate of Sombar. These two had defected to Veddek's camp but when he revealed himself all were ambushed by Knights of the Duchy of Ulfland. In the following battle the defectors were slain and Veddek, heavily out numbered (and out-powered with the Eldritch Knight Eligos leading the guard) withdrew to find defensible ground. He knew of a nearby gorge and thought to defend himself atop it with his longbow until the enemy closed the range. But as he galloped into the gorge he adjusted his defensive tactics and, taking advantage of the terrain, stood his ground against the knights. To their vexation they found their initial charges were thwarted by Veddek's positioning. Unbeknownst to him a stranger appeared from hiding. Eligos fearing an ambush ordered his guard to immediately attack the bugbear bystander. Battle ensued and Veddek gave well of himself heavily wounding the scoundrel Sergeant Vrex. Alas he was outnumbered and hence lain low. Eligos thinking Veddek was slain proceeded to interrogate the bugbear named Hruug. Once he was satisfied with Hruug's story of happenstance he made an immediate withdrawal, teleporting away with his elite guard.


As official military of another state Eligos and his elite knights went beyond their jurisdiction by leaving their own lands and were in breach of state borders. This, if known, would cause an incident that the Wizard's Council would have to act upon.


After acquainting themselves the bugbear and centaur decided to couple their talents in the immediate pursuit of Veddek's cause. To this end Hruug accompanied Veddek to his clandestine meeting with his mentor Rath on the outskirts of Harting. This town lying just 20 miles away from Sombar City held one of Rath's many safehouses. After an indifferent appraisal of Hruug by the cleric Rath instructions were given to meet with Gordon, an intermediary of one Captain Lazarus of the Duchy of Ulfland. This meeting is to take place within the week for which time Gordon will be on hand at sunset of each day in the establishment known as Maxine's Udder. Rath knows little of Lazarus' motives but deems the gathering of intelligence worth the risk. To alleviate the threat of detection Rath has furnished the pair with Enhanced Hats of Disguise. Rath said he will be in touch and teleported away.


The pair left alone in the hut decided to pass the night in safety and set out early the next morning. On walking east along the road towards the Four Ways Well they were confronted by Gladys a peasant woman whose husband, Beagan, had proffered victuals to them the previous day. Gladys in a state of terror bemoaned the fate of her husband who lay gravely wounded not far distant. She led Veddek to his position, where Beagan lay bloodied and torn behind the trunk of an avocado tree. Gladys then moved towards Hruug imploring him to help. Hruug, either kindling a hatred for female humans or suspecting a ruse proceeded to punch Gladys full in the face. This did not have the intended effect of laying her low which alerted Hruug that something was amiss. At that very instance the wounded Beagan changed form into a feline humanoid and cunningly slashed at Veddek for great damage. Likewise the form of Gladys vanished to be replaced by a similar creature, similarly wielding two shortswords. Veddek and Hruug proved a formidable pairing using their many talents to best the cat men. The last surviving enemy tried to use his considerable stealth ability to flee the scene but was knocked unconscious by Hruug. The follower of the living universe then forgoing any restraint beat the prostrate enemy in the head intending to bash his life out of existence. Veddek sensing there was information to be garnered from the enemy dissuaded Hruug from further bashing. The enemy was stabilized, doubly bound then magically healed just within the limits of consciousness. Veddek, as a follower of St. Cuthbert the god of just punishment, cast his oft used Zone of Truth on the cat man. After many evasive answers and much execration the feline fiend revealed that he and his companion were minions of Ak'Chazar a dastardly Rakshasa necromancer of high order. Somehow he learnt of the pair's whereabouts and sent the feline men to assassinate them. Once enough information was gleaned Hruug dealt a Punishing blow to fatally reconstitute the fiend's form within the living universe.

The heroes are now on the outskirts of the farming town of Harting making their way to Sombar City...



Rath has tasked Veddek with uniting the centaurs that reside within the borders of Ulfland to help throw off the yoke of Duke Larrion. Rath has united rebels and refugees alike in various cells and bides his time to rise against the mad Duke. He sent for Veddek to meet with him in a secret location at the Four Ways Well on the outskirts of Harting, a farming town 20 miles walk (bipedal) to Sombar City.


Veddek through his own followers has connections with his own cells of centaurs within and without Ulfland. He too awaits the proper judgemnent from St. Cuthbert to strike. He operates 4 cells comprised almost equally of males and females. Two are within Ulfland with 27 and 29 centaurs, one is within the Protectorate of Sombar with 22 centaurs and another is in The Duchy of Argest with 25 centaurs. One hundred centaurs that are all eager to unite with their brethren and reclaim their plains in the north of Ulfland.


Rath, a human cleric of St. Cuthbert, has communed (Commune) with his god and has heard ominous tidings. Forces of evil beyond the power of Duke Larrion (said to be a high level Eldritch Knight himself) look to comprise a confederacy of villians. They seek all-powerful artifacts to unite their divination powers and seek out and destroy their enemies. Through his failure to scry (Greater Scry) on Duke Larrion, Rath has learnt that someone with great power now defends the Duke.


Recent Argest - Ulfland War


Duke Larrion launched attacks into the Duchy of Argest and crippled the army of Duke Gondar (Veddek was invovled in this war before coming to his senses). This was in breach of the laws set down by the Wizard's Council after the The Maelstrom Wars two centuries previously. Just as the Duke was on the verge of victory an attack squad of the Wizard's Council entered his headquarters and made his army retreat through various uses of enchantment and illusion spells. The Duke was geased and unwittingly led his army back to Ulfland. To his consternation and horror he found himself and his army back within his citadel in the capital Elturel.

Now he his faced with exorbitant fines imposed by the Wizard's Council. Fines that will invariably cripple the current ruling order. Many profess this is tacit approval of regime change. Duke Larrion rails against the judgement but continues to make his installments without seeming to overly tax his people or his coffers.

Maelstrom Wars


Once the Wizard's Council had interposed and ended the rule of the tyrannical Emperor God Faustian they were left the only significant power. They returned many lands to statehood but decreed new borders in order to separate these lands from each other. They do not wish to involve themselves in the machinations of states but reluctantly enforce their decrees, especially any cross border forays. This usually results in heavy fiscal penalties and an inspection from one of the Wizard's Council Attack Squads.

New Artpacks

Hey guys. download these and follow the instructions.

Click
here to download the artpack "Medieval Armies". Installation instructions are included in the download.

Click here to download the artpack "Elven Armies". Installation instructions are included in the download.

Monday, October 31, 2011

Party Situated

You are all currently on the western outskirts of the town of Kenby within the Protectorate of Sombar - 1 days walk (30 miles) to Sombar City. Kenby is astride Eagle's Road which joins to the High Road 1 hours walk to the east.

Check the World map below.



Praxis the White's Sending spell to Aleska

Sending spell p275 - can be replied to likewise in 25 words or less immediately.


"My abode is under attack from fierce cat men. They have killed my guards and now try to enter my quarters. Aleska, please help me...!


This was your teacher for a time in Sombar. You knew he was at least 15th level but moved to a town called Kenby to live out his twilight years. He took his capable bodyguards Denis and Harold with him. Men you befriended whilst Praxis' pupil.


Denis 10th Fighter

Harold 6th Cleric/6th Fighter


All players keep an eye on the The Campaign label for maps etc.

A Tribute to Shine


May he rest in peace

Saturday, October 29, 2011

The Road

I just watched this yesterday. Intense movie. Apparently the book is much better; it won a pulitzer. I definitely recommend this though.

Thursday, October 27, 2011

Game Protocol

Red Sonja says:


1. Always try to speak in turns (possibly use the turn sequencer at all times). End your turn with "I'm finished". Once said there's no backtracking.

2. Audio banter although fun is to be curbed while using the imperfect conference call system.

3. If a question is directed at someone then say that persons name at the end.

4. If it is not your turn and you have something to say then write on the BGs chat in your colour and to all or a certain person. Turn on the chat sound or you may not realise a new message has been sent.

5. The DM needs to send more explanations/information in writing - requires more preparation. DM shouldn't try to make macros or add new figures during gameplay as it makes the game time out.

6. Any questions about the game or BGs are to the DM first. If the DM doesn't know he should soon state this then any can help by posting the relevant reference in the chat.

7.We need to spend 15/20 mins on familiarisation at the beginning of the game. Free for all chat. Game protocol will be sent again with changes noted. Use this time to adapt the protocol.

8. Play the game. Don't be doing other stuff like making dice macros, choosing spells, writing stuff on the blog. If you don't pick up on something it's much harder to clue you in online.

9. To hit and damage are rolled together for now.

10. The DM should try to be online earlier for 'housekeeping' with players.

11. The DM makes verbal announcements with the bell sound in the chat. Everyone replies with a "k" in the BGs chat. The DM then types "e" to launch into descriptions etc.

12. The DM controls absent players PCs.

Thou fobbing, bat-fowling strumpet!

Hey guys. Let's add a little culture to our role playing and have at our enemies with Shakespearian insults! Have a look.

http://baldwinsoftware.com/shakes.php

Monday, October 24, 2011

Kenby Notes

Autumn


Kenby


A) Kenby militia barracks/Sherrif Gareth's house/Town Hall


B) Church to Pelor. Father Neymus (Cleric 12th) and his daughter Esmay (Cleric 9th) live and practice here. NG


C) Squire Dilmar's residence.- rep. of Lord Seamus of the Eastern Province of Sombar. Breadbasket of Sombar.


D) The Tiller's Tavern - Godfrey the landlord runs this modest but clean tavern with two bar wenches. (Cha8 and Cha7 - "Keeps the patrons drinking more", says Godfrey).


One night with food 1gp -private room - 6 rooms free.


All villagers will give details on Praxis saying he was a kind old man. He gave a lot to the village through grants to fix the roads and renovate many of the buildings. He seems a rich man.


He lives out west along Eagle's Road. Go past Bertram's straw roofed hut and take the right just before the Great Gray Rock. His house is on the mountains edge.

The Death of Madak

Town of Kenby

Artpacks revisited

Here are the links to the artpack downloads you all need to install.

Only take out the .cxt files from each of these folders and then place them in the BRPG folder within the Artpacks folder and then Bob's your uncle.
If you happen to have the game running when you place them in the folders you have to shut down and restart to be able to see them.


http://battlegroundsgames.com/forums/viewtopic.php?t=2410
http://battlegroundsgames.com/forums/viewtopic.php?t=2417
http://battlegroundsgames.com/forums/viewtopic.php?t=2499
http://battlegroundsgames.com/forums/viewtopic.php?t=2498

Thursday, October 20, 2011

Riddles Suck

I thought about putting some riddles in the game but then I read this. Very funny.

http://www.tgdmb.com/viewtopic.php?t=50073


Monday, October 17, 2011

Artpacks

It looks like you guys need the artpacks installed too. I have to be careful to let you all know what I've put in otherwise the artwork will come up as a question mark. You have to manually put them in the correct folders (might not matter for you guys unless you want to find them later) of the BGs folder you all have. The first two I put in Artpacks and the second two in Figures.
So far I have put in

file://localhost/Users/nick/Desktop/Indoor%20Map%20Tiles%20Pack.cxt
file://localhost/Users/nick/Desktop/Outdoor%20Map%20Tiles%20Pack.cxt
file://localhost/Users/nick/Desktop/Vry's%20Monster%20Tokens.cxt
file://localhost/Users/nick/Desktop/TP16NCharactersHR/


Hrüg

The feel of soft flesh bending under one's fists, the acrid scent of blood that's been freshly released from its bodily confines, the satisfying crack of snapped bones singing in one's ears... These are all sensations that give me a great deal of pleasure, but they are not the whole of me.

I hail from the monastery on Mt. Tolthor, deep in the dusty Central Mountains. There I learned that pain given and pain received are one and the same, and I gloried in both. We were a small group in my early years, but we did grow, and under the watchful eyes of our masters we trainees acquired prowess in physical combat tempered by a strict regimen of mental discipline. It was the latter that our masters prioritized, but it was the former that came most naturally to me.

Many years into my training I learned what I was, the circumstances of my accidental discovery by one of our order, and why my fellow trainees tended to shy away from me. All of this motivated me to push myself even harder, which I suspect was the intended effect of my being taught these details. If my comrades would not give me their respect then I would it take it from them, grudgingly or not. And this I did.

I am a monk of the Order of Tolthor now, and I serve no god nor mortal. All in the Ten Planes is linked into a single whole, and all flows through that whole in a continuous cycle of change. I stand here as I am now, but I tell you that the death of this form will only spur the birth of another. Destruction and creation are one and the same, and chaos is just as necessary as order. I champion neither, nor even the balance between them. I have been sent by my Order to wander the lands, walking the path I have been taught and teaching it to others who may want to learn. In time I will return to my temple and report on what I have learned, but for now I am content to travel with you. My name is Hrüg, and I thank you for the opportunity to take and give lives together.

Saturday, October 15, 2011

I need a new bag.

This one looks pretty good:

http://www.thinkgeek.com/computing/bags/aaa5/?cpg=froogle

Veddek


Once, I served Skerrit, God of centaurs, Lord of woodlands and community. A god of peace. We, his people, lived a tranquil existence, one with the nature around us. When I was small. When days were bright and my young eyes saw nothing in the world but sun and rain and seasons growing one into the other. This was life. And I served Skerrit then. But no longer.

On the eve of the Equus Moon in my ninth year, we centaurs were holding our most sacred of festivals. As we danced and sang and sought to catch a glimpse of Skerrit as he galloped across the skies, the forces of Duke Larrion descended upon our forests in the thousands. Deep in our revelry they caught us completely unawares. The human soldiers were in among us, killing warriors, capturing women and children. My mother and I were taken back to the Duke's keep with all the rest. We were separated, I being penned in with the rest of the young males. I didn't know then where they took her.

We were fed and bathed, but no one spoke to us or told us anything. Some of us fought against the guards or tried to rally the others to attempt escape. These were taken away and did not return. Once a day we were led from our pen out into a central courtyard and made to run by knights on horseback while fancy-dressed nobleman watched from the battlements. After running to the brink of exhaustion, we were put back in our cage.

For that first month, this became our routine, with never a word from our captors. We began to wonder what would happen to us. We wondered why they kept us and made us run. Worst of all, we began to forget what life had been before our capture.

Then a day came when we were led out into the courtyard. A large number of unfamiliar centaurs was already there, and we were placed in ranks next to them. We totaled about 150. Then the duke came out riding a massive black warhorse. He began to address us. He told us how strong we were. How magnificent and beautiful. He told us that we were the envy of all his knights. And then he announced that he wanted to give us a bit of entertainment after our long stay.

For our benefit, he had set up a jousting tournament. We watched as seven armor-clad knights rode into the courtyard. The first pair entered the lists, charged at each other, and both managed to miss.

The duke booed loudly and called to us "You see how clumsy these fools are?" He called for the next pair. They too charged down the lists, lances aimed at the other. This time one knight's lance smashed against the shield of the other, knocking him from his horse.

The duke called out again, " Good--but sloppy! You see how nearly he fell himself?"

The third group entered the lists. This time both lances glanced off shields, and the two knights remained mounted.

"Pathetic!" called the duke. "Bring out Kerred!"

We watched as the final knight, clad in green, entered his end of the list, but it seemed that there was no opponent. And then the great door beneath the keep opened and a knight came riding out. Encased in black armor and easily eight feet tall, he was a centaur. This was Kerred.

He took his place opposite the green knight and with the drop of the duke's kerchief, the two charged down the line. Kerred's lance fluidly settled into attack position. The green knight too lowered his lance with perfect aim. It seemed the two would be evenly matched. But as they neared one another, Kerred juked to the right and then slid in past the green knight's lance to plunge his own straight through the breastplate of his opponent. The force of the impact wrenched the green knight from his mount with Kerred's lance extending from his back. The centaur carried the impaled knight for several strides before dropping the lance, letting it fall to the dirt with its new owner.

He finished his charge with a long slow loop bringing him to face our host, no few of whom had taken up an exultant cheer.

"Centaurs!" called out the duke in a voice ringing across the courtyard. The cheers were silenced. "Centaurs," he continued, "are the greatest cavalry to ever live!" With this Kerred let out a triumphant bellow and began banging on his shield. I could not help joining in as the youths around me began to cheer.

"It is time to fulfill your destiny!" screamed the duke, and we, oblivious to what lay in store, cheered all the louder.

Thus begun our "training." In a practical sense, it was proper training. We practiced with the lance, the sword, the bow. We learned the charge and studied advanced martial tactics. But in a more subtle sense, our true training, was the slow takeover of our hearts and minds. Taken out of our native culture before we could fully understand it, the duke and his sergeants indoctrinated us into becoming mindless soldiers. We lived for combat. We were weapons. And few were more deadly than I.

In the years following I proved myself to be among the most martially talented of my brethren, and was soon placed in a position of leadership. Our first major battle was against a rival duke: Larrion had royal aspirations, and this was one of his last obstacles.

We rode through the enemy host like scythes through wheat. The destructive power of our cavalry was such that very few of us were even killed. We gloried in our strength. And the duke began his final consolidation of power.

It was shortly after this, when I was full of my own success and prowess, that I met Rath, the cleric of St. Cuthbert who would become my salvation. He came to me with news that my mother was alive and seeking for me. The cleric passed me a small symbol of Skerrit that she had always treasured. He told me that while we had been training for battle, our mothers and sisters had been bred like common livestock, producing a horde of Kerred's offspring, destined to fill the ranks of Larrion's armies.

I became incensed and vowed to kill everyone who had harmed my mother. But Rath bade me be silent and made me realize the futility of such an action in my current position. He told me to wait for the proper time, and then he left.

Several nights later, I woke to the cleric shaking me and warning me to keep silent. He led me through the darkened castle and out a side gate. We rode through the night until we were out of sight of the castle, and there we rested. Rath told me that upon hearing that I was alive and had become one of the duke's soldiers, my mother had risen up against her captors and tried to break free. In a violent struggle with her guards, she found herself spitted on no more than four spears. She was not long in dying. Knowing how my reaction would be, the cleric secreted me out of the castle.

"Why would you help me?" I asked him. "What does any of this have to do with you?"

He told me that once the duke had been a lawful and fair-minded ruler, but that the lust for power had warped his mind. The cleric had slowly been gathering strength to overcome him, but his position had been compromised. His only choice was to leave.

"And that's where we can help each other" he told me. So began my training as a hand of St. Cuthbert, the law-bringer. I have become that law. Justice comes in the tip of my lance, recognizing neither good nor evil, but seeking out wickedness wherever it resides. Retribution is at hand.