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<blockquote data-quote="Carnifex" data-source="post: 19387" data-attributes="member: 227"><p>Right then, the first of what will hopefully be weekly updates! Since it's been under a week since I posted up the original story thus far, this update will probably be a little shorter than usual.</p><p></p><p>Anyway, on with the story...</p><p></p><p>Still lying bandaged in a tent in a Corinthian military camp, with Lord Pendarme listening to him, Burl has just recounted what happened to him in the village - and it's pretty immediately obvious that Morgrim doesn't believe he's telling the truth. In a rather unpleasant manner, he tells Burl this, even going so far as to accuse him of being in league with the robed mages leading the orcs; he then informs the protesting Burl that they'll head back to Iril, the port-capital of Corinthia, where he'll have people check whether the wizard really is telling the truth or not - and makes it fairly clear he believes that Burl will fail that test. Then he leaves the injured man, sending the cleric along to heal him because he needs to be fit enough to travel.</p><p></p><p>The cleric, a big man in gleaming plate armour wearing a holy symbol of Solanthar the sun-god, storms in, intimidating the nurse (who tries her best to convince him to heal Burl) by ranting away. He's clearly upset at the thought of having to heal a necromancer, since the sun-gods followers hate undead with a passion, but eventually climbs down from his high horse enough to agree that if Burl can give him one good reason, he'll heal him.</p><p></p><p>Burl starts off by mentioning he worships Charon.</p><p></p><p>Bad idea.</p><p></p><p>The priest goes absolutely ballistic in sheer amazement at the prospect of someone asking him to heal a follower of the death god, and storms out angrily. The nurse sits down resignedly.</p><p></p><p>"Oh bugger," she sighs. "You screwed that one up, didn't you? You do realise that Charon and Solanthar hardly <em>get along</em> don't you?"</p><p></p><p>Pendarme returns, exasperated but also somewhat amused at what has happened - he informs Burl that whether or not he's been healed, they're heading south - him, Pendarme, Karai, and a small contingent of troops. When Burl tries to stand up and leave, Pendarme throws a bag of his clothes at him (knocking him back onto the bed), telling him to get dressed and get ready to leave quickly; and not to trry and escape, seeing as how he's in the middle of a military camp.</p><p></p><p>They set off south-east towards Iril. Pendarme leads the column of soldiers (all wearing the pendarme livery of a black lion on red), while a little behind him, Burl can see an elven woman riding side-saddle, whom he assumes is Karai; with a dark blue dress and thick fur cloak, she seems richly attired, but more striking is her lustrous gray hair and also gray skin.</p><p></p><p>When they strike camp that night, Burl hemmed in next to his campfire by the soldiers all around, Karai pays him a visit, and he can see now just how beautiful the strange gray elven woman really is. She returns his spellbook to him, and seems sympathetic, especially towards his being a necromancer, saying it can be a long and hard path to follow.</p><p></p><p>Karai then mentions something about the wisdom of acquiring a patron; Burl protests that he has no power or standing in his field to offer a patron, but she informs him that fealty and service can be as valuable, since a seed planted now can grow into a mighty oak, emphasising this by performing some minor magic to send some of the dead grass twining up into a tiny humanoid figure that totters for a few steps, then closing her eyes and invoking a thunderbolt on the horizon with a thought; this latter magic startles the camp sentries into alertness, amusing Burl.</p><p></p><p>He asks her about herself, but she proves evasive, only going as far as to say that while Burl and Morgrim are really both as much captives here as each other - Morgrim by his position as head of the Pendarme family - she is here of her own free will. She also says that she believes Burl's story but she will not intercede on his behalf, since she feels Morgrim - who is yet young and inexperienced - needs to learn from his mistakes; she reveals that Morgrim is in fact her nephew.</p><p></p><p>With that she leaves him, and the night passes uneventfully.</p><p></p><p>The next day they reach Iril, a wealthy and important city, since it is the only port on the eastern coast of the Drakkath, and so several nations have to send their trade routes through it. Lying on the river Saphrin (which is filled with merchant barges and boats), the city is home to a number of powerful merchant houses such as the Irilsons, the Dubois, the Pendarme, and others. While there is a weak feudal king nominally in control of the nation, it is really these merchant princes who rule in truth.</p><p></p><p>The column enters the city and heds through the North Quarter, where many wealthy citizens live, to the Pendarme residence. There Morgrim heads inside with an aged councillor filling him in on events while he has been gone, Karai quickly following; Burl is led to his quarters by a guard where he is given a fresh change of clothes and new bandages - the injuries are starting to heal up quite well now. Then a message arrives from Karai:</p><p></p><p><em>Burl,</em></p><p><em>When you are ready, come down to the main hall. I shall then take you to meet Tewlcroghen.</em></p><p><em></em></p><p><em>- Karai</em></p><p></p><p>Burl surmises that Tewlcroghen must be the patron Karai has in mind, and sets off to find the main hall.</p><p></p><p>* * *</p><p></p><p>There is confusion for a few moments as Melisande and Meg'anna stare at each other; Melisande thinking for a moment that the druidess is an ogress, while the mute Meg'anna tries to convince the sorceress that she's not there to harm her. As things calm down a little, Melisande realises the druidess is mute.</p><p></p><p>However, before anything else can happen, a dreadspawn wanders out of the trees along the path. Both Meg'anna and Melisande know what they are; Meg'anna has heard of them vaguley, while Melisande has read about them in texts while studying as a Manipulator. They originated during the Dread March, a huge army of undead and horrors gathered together by a might necromancer about a hundred years ago; some rumours say he Manipulated the dreadspawn to use as cannon fodder, others say they were created as a pact between the necromancer and the shade of the Elder god Hashrukk (the Elder Gods were the original gods, defeated by the Younger Gods about a thousand years ago after the mortals locked the secret of the Elders power away - though they remained mighty beings).</p><p></p><p>Either way, Melisande knew they had remarkable qualities of regenerative healing; the best way to describe their appearance might be as small ogres, between five and six feet tall, hunched things with large lower jaws and small beady eyes. This one was carrying a blade more akin to a cleaver in one hand, wearing only a loincloth and a bandolier; when it saw the pair it stopped for a moment then charged Meg'anna.</p><p></p><p>She set her spear to recieve the charge, but there was no need; Melisande acted faster, raising her shortspear and using her natural ability as an aasimar to make <em>light</em> shine from it. This display of magic sent the superstitious and primitive dreadspawn running back into the trees in fear.</p><p></p><p>Melisande tries to sound savvy afterwards, talking about the technical properties of their fast healing, but in truth its the first time she's ever seen one other than in a sketchbook. Thinking on that, she decides she had better do a sketch herself now; then she realises that since she has a journal and pencils, the mute Meg'anna might be able to communicate to her in writing.</p><p></p><p>* * *</p><p></p><p>In the camp of Lord Colchis, Sebastion listened to the tales of the other Blood Ravens about what they were to face, asking tentatively about fleshtearers and dreadspawn. Jarrus, one of the mercs, tells him the rumours about dreadspawn - how some say they were created from a pact with the shade of Hashrukk - and also that they apparently heal very fast, so it's necessary to finish them off quickly before they get back up again. Agrus speaks in quiet horror about fleshtearers, about how they are basically little more than psychotic vessels of pure rage designed for killing. Seb looks at Argus's Manipulated horse, and wonders how the man can be so attached to an animal that has been fleshtwisted while so disgusted at another of the Manipulators creations.</p><p></p><p>The next morning he understands. The troops are forming up; the Carthagian foot troops all wearing heavy armours - banded mail, splint mail or half-plate - apart from the more lightly armed scouts. The Blood Ravens have formed up by some scouts when Deacon Naerban approaches and calls the fleshtearer to him, which comes loping through the camp as warriors scurry to get out of its way. Some nine feet tall, leaning forwards and muzzled mouth dripping with salivam the furred things claws are like sabres. The previous night Seb had asked what the 'tearers were made out of; none of the others had known for sure, and he'd had a horrible thought it might be humans. This thing before him, however, radiated an unnatural, alien malice that made him understand Argus's standpoint. His steed, Korellius, might have been Manipulated but at essence it was still a horse. These things, brought to life by the Toranese Church, were something different altogether.</p><p></p><p>Naerban started preaching the praises of Toran, telling the troops just how lucky they were to have a fleshtearer by their sides this day, and how it showed the favour of Toran upon them. Seb really wasn't so sure about the 'lucky' part...</p><p></p><p>* * *</p><p></p><p>Wyshira, Kale, Kaerval and Wolf made their way over the mountainous terrain of Cryosia to Jormungand, Kaerval recounting how it was named after Ishrak's servant Jormungand, a mighty sea serpent. Seemingly having perked up again, the bard recalled a tale of how, when Cryosia was still ruled by a single Grand Cryomancer rather than the High Council of Twelve, the ruler had become suspicious of the Church of Ishrak and began to oppress them. In anger at this, Ishrak sent Jormungand, and one day when the cryomancer was walking the docks he was eaten by the great serpent.</p><p></p><p><em>"There was such trouble after that event that from then on the cryomancers resolved to be ruled by the wisdom of twelve rather than the potential blindness of one, and the Church of Ishrak was never troubled by the mages again."</em></p><p></p><p>Jormungand itself is built on an area of flat land protruding from the mountainous coastline. Dominated by the Night Tower, a huge obsidian tower rising from the cryomancers compound, and the cathedral of Ishrak out on a peninsula that also acts as a lighthouse for the docks, it's a packed city of narrow streets and tall houses. The docks bustled with activity as the four wandered along them, Wolf reiterating his warnings not to get lost or end up in a fight (and above all not to annoy cryomancers, several of whom were wandering the docks in their blue robes at the time, talking to merchants), they split up, Wolf heading off to see what he could to about a ship south and arranging work. As he headed off, Kale saw him jam a small piece of paper into a notch in a wooden post nearby; the mercenary watched carefully to se who might pick it up, assuming this was part of the trade of being a mercenary - learning how to contact people.</p><p></p><p>Meanwhile Kale, Wyshira and Kaerval decide what to do next. Wyshira is in favour of a meal first although she does also want to visit the cathedral, and they agree they need some supplies too.</p><p></p><p>* * *</p><p></p><p>Sandslipper listens to the gnoll shamans words carefully, interpreting that the 'shimmering eyes of light' he mentions must mean Fireball; but she's unable to work out any more than this from the mystic's words. She shows him the package Fireball gave her, to see what he would make of it; immediately the gnolls psionic tattooes start actually moving, the eagles flapping their wings and the bolts of lightning arcing around as he gets quite fraught, telling her to put it away because <em>"Shadow-weavers walk the threads of the life-web, searching, watching..."</em></p><p></p><p>Then he narrows his eyes, and tells her to listen. There, on the breeze, an insane, faint whispering can be heard getting closer. From what she can make out of it, Sandslipper realises something is searching for her - with intention to kill her and take the package. It gets louder and louder and then the shadows nearby coalesce into a large, ebony black arachnid with a row of glittering red eyes and two alarmingly human-like arms underneath its head. The gnoll barks at Sandslipper to leave as he draws a greatsword and begins to manifest psionic powers; she <em>bursts</em> away as the spider tries to get round the gnoll, but the shaman blocks it. Taking a swipe with his blade he misses, hitting a tree instead - and to Sandslippers surprise smashes the trunk into splinters, felling it.</p><p></p><p>Wasting no more time, Sandslipper runs as fast and as far as she can, manifesting <em>skate</em> to put as much distance as she can between them. She runs until finally fatigue takes her, and she can do nothing else but fall asleep on the road.</p><p></p><p>More of the arachnids appear round the shaman, demanding to know where Sandslipper went, but he resists their mental commands even though he knows he is running out of energy. The swarm closes in on him...</p><p></p><p>The following morning, Sandslipper woke most uncomfortably, picking herself up on the road. At least it was light now, and the shadows no longer seemed as menacing as they had when she had been racing through the darkness the previous night...</p></blockquote><p></p>
[QUOTE="Carnifex, post: 19387, member: 227"] Right then, the first of what will hopefully be weekly updates! Since it's been under a week since I posted up the original story thus far, this update will probably be a little shorter than usual. Anyway, on with the story... Still lying bandaged in a tent in a Corinthian military camp, with Lord Pendarme listening to him, Burl has just recounted what happened to him in the village - and it's pretty immediately obvious that Morgrim doesn't believe he's telling the truth. In a rather unpleasant manner, he tells Burl this, even going so far as to accuse him of being in league with the robed mages leading the orcs; he then informs the protesting Burl that they'll head back to Iril, the port-capital of Corinthia, where he'll have people check whether the wizard really is telling the truth or not - and makes it fairly clear he believes that Burl will fail that test. Then he leaves the injured man, sending the cleric along to heal him because he needs to be fit enough to travel. The cleric, a big man in gleaming plate armour wearing a holy symbol of Solanthar the sun-god, storms in, intimidating the nurse (who tries her best to convince him to heal Burl) by ranting away. He's clearly upset at the thought of having to heal a necromancer, since the sun-gods followers hate undead with a passion, but eventually climbs down from his high horse enough to agree that if Burl can give him one good reason, he'll heal him. Burl starts off by mentioning he worships Charon. Bad idea. The priest goes absolutely ballistic in sheer amazement at the prospect of someone asking him to heal a follower of the death god, and storms out angrily. The nurse sits down resignedly. "Oh bugger," she sighs. "You screwed that one up, didn't you? You do realise that Charon and Solanthar hardly [i]get along[/i] don't you?" Pendarme returns, exasperated but also somewhat amused at what has happened - he informs Burl that whether or not he's been healed, they're heading south - him, Pendarme, Karai, and a small contingent of troops. When Burl tries to stand up and leave, Pendarme throws a bag of his clothes at him (knocking him back onto the bed), telling him to get dressed and get ready to leave quickly; and not to trry and escape, seeing as how he's in the middle of a military camp. They set off south-east towards Iril. Pendarme leads the column of soldiers (all wearing the pendarme livery of a black lion on red), while a little behind him, Burl can see an elven woman riding side-saddle, whom he assumes is Karai; with a dark blue dress and thick fur cloak, she seems richly attired, but more striking is her lustrous gray hair and also gray skin. When they strike camp that night, Burl hemmed in next to his campfire by the soldiers all around, Karai pays him a visit, and he can see now just how beautiful the strange gray elven woman really is. She returns his spellbook to him, and seems sympathetic, especially towards his being a necromancer, saying it can be a long and hard path to follow. Karai then mentions something about the wisdom of acquiring a patron; Burl protests that he has no power or standing in his field to offer a patron, but she informs him that fealty and service can be as valuable, since a seed planted now can grow into a mighty oak, emphasising this by performing some minor magic to send some of the dead grass twining up into a tiny humanoid figure that totters for a few steps, then closing her eyes and invoking a thunderbolt on the horizon with a thought; this latter magic startles the camp sentries into alertness, amusing Burl. He asks her about herself, but she proves evasive, only going as far as to say that while Burl and Morgrim are really both as much captives here as each other - Morgrim by his position as head of the Pendarme family - she is here of her own free will. She also says that she believes Burl's story but she will not intercede on his behalf, since she feels Morgrim - who is yet young and inexperienced - needs to learn from his mistakes; she reveals that Morgrim is in fact her nephew. With that she leaves him, and the night passes uneventfully. The next day they reach Iril, a wealthy and important city, since it is the only port on the eastern coast of the Drakkath, and so several nations have to send their trade routes through it. Lying on the river Saphrin (which is filled with merchant barges and boats), the city is home to a number of powerful merchant houses such as the Irilsons, the Dubois, the Pendarme, and others. While there is a weak feudal king nominally in control of the nation, it is really these merchant princes who rule in truth. The column enters the city and heds through the North Quarter, where many wealthy citizens live, to the Pendarme residence. There Morgrim heads inside with an aged councillor filling him in on events while he has been gone, Karai quickly following; Burl is led to his quarters by a guard where he is given a fresh change of clothes and new bandages - the injuries are starting to heal up quite well now. Then a message arrives from Karai: [i]Burl, When you are ready, come down to the main hall. I shall then take you to meet Tewlcroghen. - Karai[/i] Burl surmises that Tewlcroghen must be the patron Karai has in mind, and sets off to find the main hall. * * * There is confusion for a few moments as Melisande and Meg'anna stare at each other; Melisande thinking for a moment that the druidess is an ogress, while the mute Meg'anna tries to convince the sorceress that she's not there to harm her. As things calm down a little, Melisande realises the druidess is mute. However, before anything else can happen, a dreadspawn wanders out of the trees along the path. Both Meg'anna and Melisande know what they are; Meg'anna has heard of them vaguley, while Melisande has read about them in texts while studying as a Manipulator. They originated during the Dread March, a huge army of undead and horrors gathered together by a might necromancer about a hundred years ago; some rumours say he Manipulated the dreadspawn to use as cannon fodder, others say they were created as a pact between the necromancer and the shade of the Elder god Hashrukk (the Elder Gods were the original gods, defeated by the Younger Gods about a thousand years ago after the mortals locked the secret of the Elders power away - though they remained mighty beings). Either way, Melisande knew they had remarkable qualities of regenerative healing; the best way to describe their appearance might be as small ogres, between five and six feet tall, hunched things with large lower jaws and small beady eyes. This one was carrying a blade more akin to a cleaver in one hand, wearing only a loincloth and a bandolier; when it saw the pair it stopped for a moment then charged Meg'anna. She set her spear to recieve the charge, but there was no need; Melisande acted faster, raising her shortspear and using her natural ability as an aasimar to make [i]light[/i] shine from it. This display of magic sent the superstitious and primitive dreadspawn running back into the trees in fear. Melisande tries to sound savvy afterwards, talking about the technical properties of their fast healing, but in truth its the first time she's ever seen one other than in a sketchbook. Thinking on that, she decides she had better do a sketch herself now; then she realises that since she has a journal and pencils, the mute Meg'anna might be able to communicate to her in writing. * * * In the camp of Lord Colchis, Sebastion listened to the tales of the other Blood Ravens about what they were to face, asking tentatively about fleshtearers and dreadspawn. Jarrus, one of the mercs, tells him the rumours about dreadspawn - how some say they were created from a pact with the shade of Hashrukk - and also that they apparently heal very fast, so it's necessary to finish them off quickly before they get back up again. Agrus speaks in quiet horror about fleshtearers, about how they are basically little more than psychotic vessels of pure rage designed for killing. Seb looks at Argus's Manipulated horse, and wonders how the man can be so attached to an animal that has been fleshtwisted while so disgusted at another of the Manipulators creations. The next morning he understands. The troops are forming up; the Carthagian foot troops all wearing heavy armours - banded mail, splint mail or half-plate - apart from the more lightly armed scouts. The Blood Ravens have formed up by some scouts when Deacon Naerban approaches and calls the fleshtearer to him, which comes loping through the camp as warriors scurry to get out of its way. Some nine feet tall, leaning forwards and muzzled mouth dripping with salivam the furred things claws are like sabres. The previous night Seb had asked what the 'tearers were made out of; none of the others had known for sure, and he'd had a horrible thought it might be humans. This thing before him, however, radiated an unnatural, alien malice that made him understand Argus's standpoint. His steed, Korellius, might have been Manipulated but at essence it was still a horse. These things, brought to life by the Toranese Church, were something different altogether. Naerban started preaching the praises of Toran, telling the troops just how lucky they were to have a fleshtearer by their sides this day, and how it showed the favour of Toran upon them. Seb really wasn't so sure about the 'lucky' part... * * * Wyshira, Kale, Kaerval and Wolf made their way over the mountainous terrain of Cryosia to Jormungand, Kaerval recounting how it was named after Ishrak's servant Jormungand, a mighty sea serpent. Seemingly having perked up again, the bard recalled a tale of how, when Cryosia was still ruled by a single Grand Cryomancer rather than the High Council of Twelve, the ruler had become suspicious of the Church of Ishrak and began to oppress them. In anger at this, Ishrak sent Jormungand, and one day when the cryomancer was walking the docks he was eaten by the great serpent. [i]"There was such trouble after that event that from then on the cryomancers resolved to be ruled by the wisdom of twelve rather than the potential blindness of one, and the Church of Ishrak was never troubled by the mages again."[/i] Jormungand itself is built on an area of flat land protruding from the mountainous coastline. Dominated by the Night Tower, a huge obsidian tower rising from the cryomancers compound, and the cathedral of Ishrak out on a peninsula that also acts as a lighthouse for the docks, it's a packed city of narrow streets and tall houses. The docks bustled with activity as the four wandered along them, Wolf reiterating his warnings not to get lost or end up in a fight (and above all not to annoy cryomancers, several of whom were wandering the docks in their blue robes at the time, talking to merchants), they split up, Wolf heading off to see what he could to about a ship south and arranging work. As he headed off, Kale saw him jam a small piece of paper into a notch in a wooden post nearby; the mercenary watched carefully to se who might pick it up, assuming this was part of the trade of being a mercenary - learning how to contact people. Meanwhile Kale, Wyshira and Kaerval decide what to do next. Wyshira is in favour of a meal first although she does also want to visit the cathedral, and they agree they need some supplies too. * * * Sandslipper listens to the gnoll shamans words carefully, interpreting that the 'shimmering eyes of light' he mentions must mean Fireball; but she's unable to work out any more than this from the mystic's words. She shows him the package Fireball gave her, to see what he would make of it; immediately the gnolls psionic tattooes start actually moving, the eagles flapping their wings and the bolts of lightning arcing around as he gets quite fraught, telling her to put it away because [i]"Shadow-weavers walk the threads of the life-web, searching, watching..."[/i] Then he narrows his eyes, and tells her to listen. There, on the breeze, an insane, faint whispering can be heard getting closer. From what she can make out of it, Sandslipper realises something is searching for her - with intention to kill her and take the package. It gets louder and louder and then the shadows nearby coalesce into a large, ebony black arachnid with a row of glittering red eyes and two alarmingly human-like arms underneath its head. The gnoll barks at Sandslipper to leave as he draws a greatsword and begins to manifest psionic powers; she [i]bursts[/i] away as the spider tries to get round the gnoll, but the shaman blocks it. Taking a swipe with his blade he misses, hitting a tree instead - and to Sandslippers surprise smashes the trunk into splinters, felling it. Wasting no more time, Sandslipper runs as fast and as far as she can, manifesting [i]skate[/i] to put as much distance as she can between them. She runs until finally fatigue takes her, and she can do nothing else but fall asleep on the road. More of the arachnids appear round the shaman, demanding to know where Sandslipper went, but he resists their mental commands even though he knows he is running out of energy. The swarm closes in on him... The following morning, Sandslipper woke most uncomfortably, picking herself up on the road. At least it was light now, and the shadows no longer seemed as menacing as they had when she had been racing through the darkness the previous night... [/QUOTE]
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Carnifex's Story Hour (Updated January 20th, "The Union")
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