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February 19th 2017 – Great Work Political Event

Pre-Event Story:

Once again during the cold of winter, prominent figures around Mardrun plan on meeting to discuss actions for the upcoming year. Amidst the chaos gripping Mardrun of the corruption and the changing tactics of the Mordok, the colonies in Clan Nightriver territory continue on with agendas that see a different kind of focus.

Lord Baron Richards and the Council of Ten have let it be known that Newhope is no longer a colony of Faedrun and is to be henceforth known as the City-State of Newhope. This news comes to a shock to a number of people around the continent as the specifics in the background are not yet known. What does this mean for Newhope’s future? What kind of change has happened in regards to the land owned by Clan Nightriver? Assumptions spread like wildfire but it is too early to tell.

To mark this occasion, the City-State of Newhope will be commissioning a Great Work. Several ideas have been put forth by members of the Council for consideration. The Marquess Madeline d’Argent has put forth that the best way to showcase Newhope’s martial strength is to send an armed force to push past the swamp and explore the lands beyond it. The Celestial Arragones, backed by the voices of Lord and Lady Al-Azarma, suggests that the knowledge of Newhope could best be expanded by sending an expedition back to Faedrun to recover books, items of power, and religious artifacts from Tielorrien and other kingdoms. She offers to build a grand library in her district to allow for public viewing of these treasures and further research projects. Dominet Martingale of Westhaven and Duke Joakim Ventrini call for the construction of a great Colosseum in the center of Newhope in order to better showcase the culture of Newhope and provide sporting games to the populace. The Lictor Mary cul Tricuspis proposes the construction of a grand forum where the leaders of Mardrun can discuss and codify laws that may hold sway over all peoples, and where courts can be convinced to bring the justice of Newhope to everyone. Baroness Catherine and Baron Montesque de la Aleine have proposed an expansion of territories, farmlands, and trade-craft programs to help stimulate the economy and agriculture. The public is also encouraged to put forth any ideas they may feel better suited to showcasing the City-State of Newhope. To that end, the Council of Ten and/or their appointed representatives will be holding a series of small public audiences to hear suggestions as to what the people feel this Great Work could entail.

As rumors begin to grow as to what the future goals are of the Council of Ten, one thing is for certain; the ruling nobles will be deciding on and then placing immense focus and resources into this Great Work.

Post Event Story:

The political affair began with light socializing and a brunch and soon the different representatives of the Council of Ten and gathered adventurers and factions began to cover many important topics. The topic of the hour was what the definition of a City-State meant for Newhope, which was quickly answered via a public address penned from Lord Baron Richards. Information was released that a deal had taken place between Clan Nightriver and Newhope and that a swath of land along the coast from Crow’s Landing to Starkhaven was now owned by Newhope. This sent a murmur of shock through those assembled as it confirmed that the land underneath the settlements and other colonies had now changed ownership; notably both Starkhaven and New Aldoria. Whether this would be the start of a stabilization of Newhope territory or the beginnings of a bitter feud between colonies has yet to be seen.

A visiting traveler collapsed in the gathering room, sick and afflicted from corruption, sparking alarm between those assembled. A few brave souls offered to try to help him, discussing what resources were available to those close to hand. This was a bleak reminder that even here, at a secure political function, the corruption finds its way to impact the lives of those on Mardrun.

After many discussions took place involving the different reps and those assembled, notes were gathered and reports were written. The discussions seemed to favor heavily the stability of Mardrun and the infrastructure of the new City-State of Newhope, but there were persistent and convincing voices attempting to sway followers to the forum, the coliseum, the expedition through the Dirge, and the voyage back to Faedrun. The representatives left for the evening to return to their quarters or to report to their respective Council members, their reports and recommendations being submitted to change the face of Mardrun forever.

Click here to see pictures from the event:

http://s489.photobucket.com/user/Wolf-Recon/library/02_17_17_LH_PoliticalDinner?sort=9&page=1

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January 21st, 2017 – Where No Man Has Gone Before – Dirge Swamp Expedition

Pre-Event Story:

Bolstered by the success of the August expedition and encouraged by the information it brought back, the Marquess Madeline d’Argent has once again raised funding and material support for an excursion deep into the Dirge Swamp. However, this time it will take place during a time when expeditions have not been sent… in the dead of winter.

Simultaneous expeditions will set out from the Order of Arnath controlled village of Serai, the Clan Shattered Spear village of Direguard, the Pack Longfang village of Onsallas, and the Whiteoak village of Salthollow. These four expeditions will jointly endeavor to locate the safest routes through the southern reaches of the swamp, and will attempt to chart northern areas if able. She has put out a call that those of exceptional talent who wish glory, adventure, and silver should meet with her forces going north from Onsallas Village. This expedition will travel first to the Pack Blackwing outpost where they will regroup and push further north. They will be tasked with gathering information on the winter habits of the Mordok as well as their primary task of charting the north-central region of the Dirge Swamp. The Marquess has also advertised for ships and crews willing to round the northern end of Mardrun and create detailed charts of the shoreline and any possible landings north of the swamp. Additional bounties are being offered to crews willing to put in at the two suspected landings to the northeast and northwest of the Dirge and field exploratory units of their own to determine what lies beyond the shore.

As the mordok presence continues to be a threat to the northern borders of Ulven territory even as the snow begins to fall in earnest, these expeditions have the chance to venture into areas previously untouched by ulven or colonist alike. However, these four small expeditions have drawn negative attention from around the continent… some feel that these dangerous expeditions will become suicidal in the frigid conditions and the resources and manpower put into them are better suited to working on other obstacles.

Post Event Story:

As the 3rd Logistics Expeditionary Unit, accompanied by several adventurers and hired hands passed the previously discovered Blackwing Outpost, the swamp itself seemed to reject their presence. Ice turned to mud as the group pressed on, determined to find the safest route through the harsh terrain. The warm weather, a poorly timed anomaly so far north, made moving the supply wagons painfully slow. The Mordok, often assumed to be mostly hibernating during the winter, seemed to be out in greater numbers than expected. As wave after wave of the native creatures crashed against the warriors defending the caravan, the decision was made that to continue deeper into the Dirge Swamp would prove suicidal, and the retreat began. Fighting for their lives against the Mordok while trudging through hostile terrain spelled the end for more than one soul along the expedition, though fortunately, the bulk of the group made it out alive. Some of the adventurers hired on were able to study a few things such as the surrounding area, the strange buildings that were old and of unknown origin, and the findings of an area that was strange and different in regards to how the mana stream flowed through it.

The reported findings to the Marquess Madeline d’Argent, while not as thorough as she had hoped, will likely fuel the fire in the noblewoman to finally push all the way through the desolate landscape to the north. A similar fate was noted for the other three expeditions and some believe that the only way to get the rest of the way through the swamp is to send a well supplied army and fight through it.

 

Click here to see pictures from the event:

http://s489.photobucket.com/user/Wolf-Recon/library/01_21_2017_LH_DirgeSwampExpedition

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January 14th, 2011 – The Wayward Inn

Business has picked up at the Wayward Inn as the place is cleaned up and repaired. The Wayward now has a full-time innkeeper and staff and travelers, merchants, and adventurers come and go. Several groups of patrons enjoyed feasts, drinks, gambling games, tales or heroic and/or dastardly deeds, and overall tavern life. A few members of the group sat down and discussed some of the items that had been discovered over the last couple months, but a lot of questions remain without answers.

However, the roads outside are still dangerous. There are no patrols of guards or adventurers that protect the roadways and bandits have been making a living preying off of travelers. There were several attacks on the road by bandits and several adventurers were wounded and beaten up but no lives were lost. Hired swords to fill guard duty jobs were in demand as resources and reagents were searched for and recovered in the woods.

The Mordok continue to prowl the area in small but lethal numbers. A small group of adventurers went out to escort a healer to the local farm. The farmer and his family provide food to the Wayward, but upon arriving at the farm it was discovered that the entire family was slaughtered. At first bandits were suspected but that idea was dismissed after the Mordok soon appeared. A few fierce battles broke out in the woods near the Inn and several adventurers were severely wounded and there was even a raid on the Inn itself, but the Mordok were repelled or beaten back. Most of the adventurers were too well equipped or numerous for the Mordok to fight, so the battles quickly dissolved into small skirmishes or Mordok prowling just outside of arrow range.

As night settled in on the Wayward, there was a messenger that came to the Wayward and delivered an invitation to a number of the adventurers of all factions and backgrounds. There is to be a political dinner in Newhope hosted by a number of nobles and barons and numerous faction leaders. The nobility has extended this invitation to the adventurers that have been at the center of a lot of commotion lately.

Photos from the event!

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December 18th, 2011 – Blood & Ice

December 18th – Blood & Ice

Summary:

Several groups of adventurers have made their way to the Wayward Inn, a previously abandoned roadside tavern. Some of the nobility of Newhope have dedicated resources into fixing up the establishment and getting it running again. It was previously abandoned due to it being too close to Mordok territory but with the help of the Ulven presence and the expansion of the human settlements it can be reopened.

About the same time the adventurers arrived, there were increased reports of bandits in the woods and also a group of Aldorian Guards were spotted in the area. An Aldorian Scout came to the Wayward Inn and offered a reward for the death of the bandits and the return of a Noble’s daughter that was kidnapped. Several adventurers went out to confront the bandits but were persuaded not to kill them after they explained that they were political refugees. The Noble’s daughter explained that she had not been kidnapped at all, but had run off to elope with one of the rebels. The adventurers then came back to the Wayward Inn to discuss a plan. The scout offered even more money for their help and although it was assumed the Aldorian was not telling them the whole truth, she was not pressed for more info.

Soon after that, the rest of the Aldorian Guard in the area showed up and said that the rebel camp was abandoned. If they were not able to bring the rebels to justice they were ordered to bring in or kill the families of those helping the rebels and left to carry out that mission. The adventurers were not willing to sit idly by with soldiers going to the homes of innocent people and went to intervene. After a confrontation and some harsh words from both sides, a fight broke out and several adventurers and guards were severely wounded. The Aldorian Captain promised revenge on them and anyone who associated themselves with that group. The followers of Crow’s Landing were specifically pointed out as being involved in attacking the guards.

Soon after that, a Daughter of Gaia from Pack Fieldcrow showed up under Pack Longfang guard and gathered a small group to investigate a series of taints and diseases in the forest. Upon arriving at a tree tainted by Mordok magic, the Daughter of Gaia began a cleansing ritual and sprang a magical trap that clamped onto her arm. Once the trap went off there were a number of Mordok, lying in ambush and led by an Alpha, that attacked the group. Her guards could not release her and held their ground but were in danger of being overrun and destroyed. The fight stalled for a moment when one of the adventurers challenged the Mordok Alpha and the other Mordok gave them room to fight. The duel between the Ulven warrior and the Mordok Alpha continued until a second group of adventurer’s arrived and gave assistance. Since the Mordok trap was magical and they could not remove it quickly, the adventurer’s severed the arm of the Daughter of Gaia to get her away and back to the Inn. Once that was done and the other adventurer’s pressed back on the Mordok, the Alpha retreated into the woods, prematurely ending the duel.

Two adventuring parties were formed to scout out and find some Mordok camps in the area. The groups would have to split up completely in order to check both camps. The first group ended up running into the nearby camp to the south that the Alpha retreated to and fell back and called for help from the second group. The second group returned and helped the first and organized their efforts on the Mordok camp and eventually took the Alpha down. During their retreat out of the camp, a human rogue slipped in and recovered some sort of skin or leather piece that had cryptic runes and symbols on it. Because of the focused effort on the first camp, the second Mordok camp was not scouted out or discovered.

Once the adventurers were back to the Wayward Inn, several groups went out to hunt down roaming Mordok in the woods. A few fights broke out and some adventurers were beaten up pretty badly, but the Mordok were driven off. All the adventurers returned to the Wayward Inn and either parted ways or stayed for the night as darkness set in.

Photos from the event!

Firsthand account by Raskolf Vakr, Ulven Warder and Diplomat:

Dear Priestess Ravensmark,

Today I learned a lot about human nature. Humans are a lot more complicated than Ulven. They are better at lying. I have found that in order to get the truth from a human, one must expect to ask the same question at least three times. They are very manipulative. I have tried to keep an open mind, and have done my best to integrate myself into their society, but it is an uncomfortable space.

One thing that confuses me is their lack of unity. Whilst the Ulven Nation has never been well organized, we have always had a certain kinship among the clans. Even the clanless packs, such as our friends the Longfangs, have always proven reliable in time of need. The humans, on the other hand, have a very complex system of kingdoms and fiefdoms. There is no unified human nation. Rather than work together, the different groups seem to consider themselves to be rivals, and even enemies. The humans classify each other based on wealth, breeding, and political standing. It is no wonder that they were unable to defend their homes from the undead. Doubtless the different kingdoms stood by and watched their neighbors get eaten by the hungry ghosts when they should have banded together under one banner.

The most treacherous and manipulative humans I have met thus far seem to be the Aldorians. They wear the colors of blue and green. These arrogant and cowardly people call themselves Soldiers and boast of their martial prowess, yet hire mercenaries to fight for them. They are quick to turn on unarmed civilians, though, or to feign friendship in order to lure others into an ambush. Their War-Leader was a bully and a thug. He refused to talk to me, stating that my fangs made me of a lesser station than he. This certainly didn’t stop him from trying to hire me as a mercenary though, and trying to trick me into doing violence on his behalf against a pitiful group of starving, freezing refugees whom he mislabeled as bandits. Whilst traveling in their company, the Aldorians attacked us on the trail. The attack was sudden and without provocation. Elise, fierce little warrior that she is, slew one of our attackers and gravely injured another before I sent her running for help. We managed to fight off the Aldorians, whose martial prowess is nowhere near what they boast, but suffered many wounded among our own. The Aldorians fled into the woods, to lick their wounds, and their War-Leader made many empty threats as they ran away. It is here that I wish to apologize, my Priestess, for though I tried to stay out of this, I was directly involved in the fighting, violating the cause of my diplomatic mission. I place myself at your mercy, Priestess, but I was defending myself, fellow Ulven, and certain humans who have proven themselves worthy allies throughout the course of my travels. I am confident that the reports from the Eyes and the Ears will confirm my account.

There are some humans who seem to have risen above this, however. Independent and stout-hearted adventurers have severed ties from their kingdoms. These hardy individuals have joined the local Ulven in the war against the Mordok. Some of them seem to be brave and trustworthy allies, but there are also roving bands of brigands and thieves, who prey upon travelers, even other humans, just as soon as they would draw steel upon the Mordok. I think that the biggest failing of the humans is their lack of unity. Though they appear to be very organized, it is a ruse. These humans are actually a fractured people. The Ulven have stood together as brothers and sisters against a common foe for as long as we can remember. Our greatest strength lies not in our individual warriors, but in the pack. Our people live and die for their packs, and in the service of Gaia and the Great Wolf. These humans tend to be selfish by comparison, and are further splintered because they have too many gods. When they were faced with a common foe, their fragile political alliances and bureaucracy betrayed them.

I managed to make contact with the human pack known as “The Bastards” again. These adventurers were friendly and welcoming, and broke bread with us. They were much more accepting of us than the treacherous and racist cowards of Aldoria. Unlike other humans, who consider strictly monogamous relationships between their ancestors to be paramount to honor and good breeding, these Bastards stay out of their parent’s sex lives. I decided to seek out and observe these particular humans because they seem to thrive under conditions where other humans flounder. It seems that the secret to their success is that they have adopted an organization similar to our own. They are, essentially, a pack, but one made up primarily of humans. They have in their company, an Ulven warrior, and though he does not appear to be the leader, I’m sure that he has been instrumental to their survival. These humans are hardy and adaptable. Unfortunately, they still seem to fall victim to certain human failings. Their leader is friendly and eccentric, but though he showed us generosity at theInn, he is greedy when it comes to the pursuit of knowledge and arcane artifacts. He was only motivated to pursue the Mordok after Harlok Longfang relayed that the Mordok had in their possession a magic weapon. The Bastards proved to be good fighters, but as soon as we downed the Mordok Alpha, the Bastards grabbed the cursed blade and withdrew as a small number of us fought a desperate retreat.

More importantly, I learned that the Bastards have stolen a dangerous idol from the Mordok at Daven’s Reach. It was described as a small female figurine with tentacles. The Bastard who possesses it has been reportedly acting strangely, and complaining of nightmares. The Mordok have been relentless in their pursuit of this item. A couple of Bastards seem to share my belief that this item needs to be destroyed, but they are unsure of how to safely dispose of the item. An elderly Wiseman, who stopped at theInn, stated that such an item may not be Mordok in origin. He said that there was a possibility that this idol may have come from the old world with the settlers. Naturally, my chief concern is that the improper disposal of such an artifact could release a plague upon our world, similar to that which destroyed the world of the humans. In this matter, I humbly request your guidance, as I fear that this idol could possibly be one of the dark portents you sensed upon the West Wind.

Your Faithful Warder,
The Voice of the Watchwolves,
Raskolf Vakr

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November 5th & 6th, 2011 – Of Watchers & Wolves

November 5th & 6th – Of Watcher’s and Wolves
With the fort of Daven’s Reach up and running again, trade caravans began to flow back and forth on schedule to Newhope. A group of adventurers followed the trail of the Mordok shaman to the Onsallas outpost, the most remote Ulven settlement and fortification before Mordok territory.

Upon arriving, the adventurers were met with a cold demeanor as the Pack Longfang guards assigned to the outpost were hesitant to trust the newcomers. Just the night before, the outpost was attacked and one Ulven warrior was killed and another was dragged off by the Mordok. The adventurers set up a tavern in the outpost and began to interact with the guards and try to gain their favor.

Scouts reported seeing a red haired woman nearby and upon further investigation discovered it to be Arya Earthwalker, a crazy Syndar who lived in the swamp. Although alone and apparently unarmed, the Mordok did not kill her and appeared to leave her alone. After being sent off to find random objects for her and trying to understand her crazy banter, she then cast a spell on Aden Haleth Von Horst, apparently some sort of protection spell.

A small group of adventurers left in search of the Mordok camp in order to retrieve the captured Ulven warrior. Along the way, they discovered old and abandoned watch towers in the swamp that belonged to Pack Blackwing. Inside one of them, they found an old Ulven corpse and a journal explaining more information on Pack Blackwing’s attempt to tame the swamp. The group was ambushed by Mordok hunters along the way, but they discovered the Mordok camp. In it was the chewed on and dismembered remains of the captured Ulven warrior, which were scooped up and taken back to the outpost.

The Mordok hunters constantly used poison on anyone they attacked, but the outpost was well stocked with Pineed Sap that was used to counter and cure them. The nearby Pineed Trees were being harvested of their sap regularly, but the Mordok slipped past the defenses and performed a ritual inside the trees. Although they were killed or driven back, the Mordok had wilted a tree and tainted its sap. Rill, the Daughter of Gaia assigned to the outpost, gathered other clerics and spiritual casters from all three races and performed a cleansing ritual on the tree. The taint was destroyed and the corruption was removed, but it is clear that the Mordok know of the Ulven’s use of the Sap to cure poisons and now has a way of corrupting it. The Pack Longfang Priestess in the nearby village has sent scouts with word of this to nearby Clans to warn them of this new threat.

Tension between the Ulven and the colonists were further stretched when a group of humans intended to take over the outpost. They knocked a number of warriors unconscious and it appeared they had no intention of killing the outpost guards, but when another party of Ulven and Humans arrived, they fought back and retook the outpost. Most of the humans were killed but a few had escaped. It is not sure what their agenda is, just how many colonists are involved, or if there is a faction responsible for the attack.

A pack of Graytide warriors travelled through the area and stirred up some trouble with some of the humans in the outpost. Tensions were on the rise as their opposing view of the colonists began to escalate into debates and confrontations. This reached a breaking point when Khulgar Graytide confronted Freya Rev Anda to an honor duel for an event that happened in the past with Pack Graytide and Pack Sjóúlfur. The unarmed and non-lethal duel took a deadly turn when Khulgar Graytide intended to kill Freya, but she beat him back and won the duel. As the Graytide warriors were driven out of the camp, they shouted angry words and insults to the Longfang warriors at the outpost. It is not yet known what impact this will have on relations between Graytide, the other Ulven, and the colonists.

After things quieted down, there was an assassination attempt inside the outpost. A man, posing as an envoy for a noble in Newhope, got into the outpost and attempted to kill one of the adventurers, with a poisoned dagger. The guards attempted to stop him, but he was able to get away. During his escape, the outpost guards and adventurers noticed that he too was a Syndar.

Later in the evening, a large raiding party of Mordok led by the Shaman came out of the Dirge Swamp. When the outpost prepared to repel the attack, the raiding party changed course and moved towards the village. The outpost guards and their adventurer allies charged to meet the attacking Mordok in hopes of stopping them before they reached the village defenses. A large battle took place as the Mordok got closer to the village. Between attrition and the power of the Shaman’s push spells, the Mordok were on the verge of breaking away to assault the village when Aden Haleth Von Horst charged in to deal with the Shaman. The true power of the magic cast by the red haired Syndar was revealed when all push spells were ineffective against him. Led by Aden, the adventurer’s charged the lines and slaughtered the remaining Mordok and killed the Shaman.

As the adventurers and guards return to the outpost to fix their equipment and rest, there are still a number of questions that have gone unanswered. Even though the Shaman was finally defeated, scouts in the area have reported increased movement of Mordok and the possible sighting of an Alpha Mordok in the Dirge Swamp.

Photos from the event!

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September 24th, 2011 – The Aftermath of Daven’s Reach

September 24th – The Aftermath of Daven’s Reach
With the fort of Daven’s Reach up and running again, the tradesmen of the fort expanded their businesses and more caravans arrived with supplies.
The Mordok in the area gathered in number and attacked several groups of adventurer’s and a large battle took place in the outskirts of the mines. They were led by a Shaman, who seemed to be searching for something in the area. He was forced to flee in the first fight, but dropped a satchel with random items in it including more clues. Several people were poisoned and mortally wounded and a stronger defense was established in town.

One of the local authorities posted up a wanted poster that offered a bounty for the capture of a man. Some of the adventurers looked for him and he was eventually discovered and captured, but someone inside of the fort released him. He has not been seen since and has presumed to have left the area… the bounty is still being offered in exchange for this fugitive.
After the Mordok tested the defenses of the fort and were repelled, they retreated to their camp. A large group of well armed and armored adventurer’s set out to find the Mordok camp and search for clues. When they arrived, they stumbled across a camp much larger than anticipated and a large battle took place. Although many Mordok were killed, several adventurers fell in battle and were even feasted upon. They just barely escaped and some almost did not survive the journey back into town.

With fresh blood on their lips, the Mordok counter attacked and threw waves upon waves of Mordok at the fort gates. The stalwart defense of the fort guards and adventurers kept them at bay, but many people were injured and a lot of equipment was damaged in the fight. The defenders used the Idol they found to taunt the Mordok Shaman, who appeared to be enraged that it had been stolen. At first the Mordok attacked in suicidal waves, which then changed to coordinated attacks on the gate with their wounded leaving before they could be finished off. Eventually the Mordok retreated entirely.

Scouts have reported that the group of Mordok and the Shaman have been seen heading towards the Dirge Swamp.

Photos from the event!

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July 24th, 2011 – Last Hope Premier

July 24th – Last Hope Premier
After scheduled trade caravans were delayed and eventually never arrived to the colony of New Hope, a party of adventurer’s were gathered and sent out to investigate the fort of Daven’s Reach.
Upon their arrival, a group of mercenaries impeded their progress and told them they were not to enter the fort. A small skirmish broke out and the mercenaries retreated out of the area.
When the adventurer’s went into the fort, they had discovered that the place was completely vacant. Supplies had been ransacked and there seemed to be nothing of value left. Upon further inspection, they found mutilated body parts and blood around the fort and traces of evidence as to what had happened. They found a clues that something wasnt quite right.
After the fort was cleaned up, the next trade caravan arrived and the fort was back up and running. Some tradesmen in town began to set up shops and hire adventurers to find supplies in the nearby woods. At this time, the Mordok began to hunt in the area and several fights broke out between the adventurer’s and the Mordok.
A group set out to track down the Mordok in the area and investigated a nearby shanty town, apparently abandoned by the miners who used to work the nearby mine head. They came across a Mordok shrine in a building that held a clay idol, which was taken by the group back to the fort. The Mordok ambushed the group and a skirmish took place in the shanty town.
The Mordok pursued the adventurer’s back into the fort and attacked the gates, attempting to find a way in. The defenders of the fort kept them at bay, just barely, and the Mordok wave was repelled.

Photos from the event!

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September 26-28, 2014

After setting up a full garrison in a nearby keep, the 5th Regiment of Vandregon’s northern army began establishing a more permanent supply line to support the war. The nearby village was recently overrun by penitent and the underground mines ceased operation. A message was received from a nearby village about a unit of Vandregon soldiers who discovered something of high importance. Upon arriving, the 5th had to retake the village after they discovered that the penitent had captured it and killed the Vandregon unit stationed there. A mysterious necklace was found which began to influence some of the soldiers in strange ways. With good steel critical to the war effort, a small team of Vandregon soldiers went into the mines to investigate. Only a few survived an encounter with the undead and the mines remained closed.

Scouts reported that some of the undead leaders had followed them to the keep and, with the help of several MayKar clerics and Lions of Arnath’s Fist, were able to hold back the undead and force a retreat on the penitent.

Soon it was discovered that the necklace that was found was a powerful item containing dark magic, the MayKar clerics decided to destroy it using a ritual of magic. Attempting the ritual would draw the undead in the area to the garrison. The Army of the 5th held their line and kept the undead back while the MayKar completed their work. Many brave soldiers died in the fight against the powerful undead but the 5th Regiment was able to drive them back.

Now with the war dragging on for another year, getting the mining operation back up and running and maintaining supplies will be critical for the war efforts of the northern army. Secrets remained locked inside of tomes and artifacts found over the course of the war…

Pictures from the event:
http://s489.photobucket.com/user/Wolf-Recon/library/09_26-28_14_LH_OldWorld4?sort=2&page=1

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September 13-15, 2013

THIS IS A PLACEHOLDER FOR INFO! More will be added.

STORY
The town of Barnmuth has fallen to the undead plague. Although the soldiers of the 5th Vandregon stood against terrible odds, the commander has given the order to retreat. Harrassed by penitent, the 5th has moved Northwest and setup a new base in a nobleman’s estate. The 5th has garrisoned the keep and is resupplying the troops in an attempt to link back up with allies. Runners have been sent with messages to try to reach the main army to the South but will not return for quite some time. As squads of soldiers link up with the 5th’s commander and fill into the ranks of the Vandregon Army stationed at the keep, the penitent continue to advance into the area.
With the help of the May’Kar clerics and a Paladin’s holy focus idol, the 5th recently destroyed a gravestone and forced the undead in the area to retreat. With the penitent in pursuit, the commander knows that the undead will bring their terrible weapons and magic to the fight soon. A message from Vandregon allies stationed in a town nearby have hinted at an important finding, one that could help fight back against the undead.
The 5th Regiment stands their ground and prepares the battle line to stop the penitent advance and search for clues on how to combat the undead army.
With full scale war erupting across the continent of Faedrun, will the members of the 5th Regiment be able to hold out as the undead plague continues to grow? Will they be able to fight back and discover clues to mysteries that may help them win the war?

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Event Summaries

Here you will find a summary of the overall storyline of each Last Hope Event. There will be a lot of information that is not covered… players are encouraged to ask for more details while in character.

OLD WORLD

MARDRUN COLONY

The year 260

The year 261

The year 262

The year 263

The year 264

The Year 265

The Year 266

The Year 267

The Year 268

The Year 269

The Year 270

The Year 271

The Year 272

The Year 273