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August 18th-19th, 2017 – Turning the Tables

STORY INFO

Following the destruction of Clan Riverhead, the Mordok appeared to split into three main groups. The first has stayed in the Great Forest and continued to harass any who attempt to enter the area, the second has traveled back north and has returned to attacking Clan Whiteoak albeit from the south this time, and the third has made it’s way into the Greatwolf’s Hackles. Some unsubstantiated reports indicate that the Mordok in The Hackles are starting to alter their clothing and armor to better suit their environment, and that they have began constructing clusters of primitive lean tos (a claim which experts on the Mordok mock, stating that what has been found is the remains of a hobo shanty town). Nevertheless, rumors abound that this may be the start of a new breed of “Mountain Mordok”. Holmar Bloodmoon has offered a bounty (to be paid from his own pockets) on these Mordok, stating that the danger is too great to wait on Branthur Nightriver’s indecision. Supporters of Branthur deride Holmar’s bounty as a political stunt designed to purchas support from not only the warriors of Clan Nightriver, but also warriors from outside the Clan. Branthur loyalist insist that these Mountain Mordok will return to the swamp with the snows that will come in a few short months.

AFTER EVENT SUMMARY

Following Holmar’s declaration of bounties on the Mordok, adventurers made their way to the mountains to seek glory or riches. Others followed suit with the intention to help or protect their homes from this threat. Collecting in small camps scattered throughout the mountains, many were surprised to be joined by warriors from Clan Grimward. Moving troops so close to Nightriver territory was a violation of the treaty signed many months ago, in spirit if not letter. They came with a purpose, however, and for that reason they were not rebuked.

Small bands were organized throughout the days to scour the woods and search for Mordok. Too many sent out would leave the camp undefended and would scatter the Mordok, rather than crushing them. Too few would be no match for the threat they faced and would fare far worse than their target. The ringing of blacksmith’s hammers and filled tankards filled the air as those who remained in camp worked to keep spirits high and armor repaired, though they could not always drown out the cries of pain from the healer’s mats following the return of a hunting party. Shortly after the departure of one such group, the camp inhabitants were called upon to draw steel and spell against an unexpected visitor: a dead body, reanimated by some form of magic, shambled nearly to the center of camp before finally being destroyed and properly disposed of. Still, more than a dozen Mordok were eradicated the first night, their teeth collected as trophies to collect payment.
The next day, the Mordok seemed to grow wise to the adventurers’ plan of setting ambushes for them to fall into, and would move throughout the forest with alarming speed and numbers. Accompanied by a number of shamans including the Shepard Bannica Yulrude, this concentrated effort pushed the Ulven and their allies into a defensive position where they could plan their next move. It was ultimately decided that a dedicated push on the camp from which the Mordok were arriving was the only way to truly unseat them from the region and destroy their presence before they established a strong foothold. Packing up most of their camp to establish a forward base close to the Mordok village, the adventurers split into two groups to keep constant pressure on the Mordok during the fight. Wave after wave of the beasts spewed forth from their huts until finally their leader stepped forward. Wielding a solid slab of metal as a shield, the alpha took blow after blow until it became overwhelmed and submitted itself to a ritual. The beating of drums and the chants from the whelps around it seemed to reinvigorate the alpha, closing wounds and allowing it to fight on. Through sheer persistence, the foul being was finally felled and the Mordok driven from the area.

Click the link below to see pictures from this event:

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July 23rd, 2017 – Crow’s Landing Market Faire

STORY INFO

As the world focuses either on the expansion of infrastructure of colonial territories or the dire threat of the mordok attacks against the Ulven Clans, day to day life continues on in numerous settlements and villages all across Mardrun. Spring gardens give way to early summer harvests and the heat begins to set into the land.

Crow’s Landing, home of the Rangers of Crow’s Landing, has been selected again to hold a market faire, far removed from the frontlines of the mordok conflict. Merchants, nobles, and travelers alike look forward to the yearly festival that allows a mixing of cultures and trade goods. Many merchants have begun to enjoy the fruits of the labor recently and newly paved roads make getting to and from settlements much easier than before. Clan Nightriver traders and merchants, used to the more rugged conditions afforded in Ulven lands, see first hand how prosperity and expansion can benefit everyday life and enjoy the ease of trade.

As travelers from all corners begin their journey to Crow’s Landing, the settlement prepares itself to receive people for the several day occasion. Rumor has it that some nobility may be making an appearance at the faire, their presence a much sought after luxury that could help numerous causes, projects, or agendas.

AFTER EVENT SUMMARY

Those in attendance hoping for a quiet day of revelry and trading were soon to be disappointed as other attendees of note started filtering in. With guards stationed at every entrance to Crow’s Landing with instructions to apprehend Vazra of the Spire for questioning, the air was already thick with tension. Though not publicly announced, Duke Joakim Ventrini and his son spent much of the day conversing with merchants and tradesmen.The arrival of Wargah Grimward, daughter of Clanleader Haygreth Grimward, also shook things up as she began questioning the fairgoers about her missing clanmates. Though answers were not forthcoming, she did eventually leave before creating too much of a scene. Following her departure, the fair was visited by Prince Aylin of New Aldoria, a regular patron of these events. As the festivities drew to a close, though, the Prince became embroiled in negotiations for an item which had been removed from his property. Hearts were pounding and steel was readied as tempers flared. Much to the relief of some and the chagrin of others, the negotiations ended without violence, though it seems the damage done has yet to be seen…

For pictures from this event, follow the link below:

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June 10th, 2017 – What We Left Behind

STORY INFO

Despite valiant effort on the parts of several groups, help has been too little and too late to drive the Mordok from the territory of Clan Riverhead and the Clan has been broken. The last few months have been rough on the people of Riverhead as defensive lines have found their people giving up immense amounts of land to the Mordok army that has come out of the Great Forest. The Mordok are random and brutal in their tactics without a single decisive battle to determine the outcome in the Great Forest. Allies from numerous Clans have arrived to help but without a cohesive plan and most of Riverhead already raided or razed during the initial onslaughts, the future of the Clan looks bleak.

Renewed hope comes from an unlikely ally as Clan Grimward has requested, and been granted permission, to march it’s warpacks through the pass and provide cover for a final retreat. A calling has been made to Clans and settlements for those able to assist in the evacuation of those still trapped between The Great Forest and The Great Wolf’s Hackles. High Priestess Lyrri Riverhead of Clan Riverhead has made a plea for a small well armed group to assist her in the transportation of an undisclosed cargo, which is said to be vital to any chance of retaking the lost lands and for protecting her people in the time to come.

With the whole of Mardrun focusing on expanding infrastructure and growing settlements, Clan Riverhead has endured the brunt of the Mordok onslaught. While this devastation may be the rallying cry to finally bring the Ulven Clans together to fight back large-scale against the Mordok, that sentiment means little to the people of Clan Riverhead who have either fled their homes, been hiding out in isolated villages, or have been cut off from a valid means of escape.

POST EVENT SUMMARY

The mordok onslaught of Clan Riverhead continues again this month as reluctant Clan members finally admit that their homelands are lost. After the initial hard push of the mordok force into Clan Riverhead territory from the Great Forest, the ability to counter attack and push the mordok back has been unsuccessful. Despite efforts from small nearby Clans and smaller factions trying to help, the call for a retreat was given. This comes at a time when more allies arrive, such as warriors from Clan Grimward, to try to fight back against the mordok, some even assisted with spells and vocal support by the colonists and adventurers who just several years ago found themselves at war with each other. Even if the Clan Riverhead lands were lost to mordok, this large scale assault on the Ulven people has finally been a rallying cry for their people to stand behind. Reports have already been coming in that the mordok have not been able to pursue into other Clan’s territories… for now.

The civilians left behind were organized and evacuated by a group of adventurers and mercenaries. Time and time again, small groups of mordok would scout and patrol and were beaten back or driven off by organized defenders. However, reports of entire groups and families of Riverhead refugees being cut off and slaughtered trickled in from ulven scouts moving through the area. The efforts were going well and many were saved, but there were also some that could not be helped. By the end of the final evacuation, the number of survivors well outpaced the number of dead and Clan Riverhead’s people were saved from destruction. Much to the surprise of the Clan Riverhead people, several of the adventurers took the time to save an enormous barrel of LunaShine, an expensive and important alcoholic beverage known in Riverhead territory.

To everyone’s surprise, Lyrri Riverhead, the High Priestess of Clan Riverhead, used her escorting war pack of ulven warriors as a distraction to keep the larger mordok force at bay long enough to retrieve her “cargo”. This was soon discovered to be an item that was being transported to be delivered to the High Priestess. When the scout did not arrive, a search party was sent out to find out what happened to them. The scout did not survive but the item was found, but due to distrust among the Clan Riverhead people and the outsiders who claim they came to help, the item was hidden until a time when the outsiders and the ulven who were helping them were deemed trustworthy by the High Priestess. A small group of ulven tended to the defense of the High Priestess and the success of her mission, guaranteeing her safety.

News reached the defenders of the Riverhead people; the warpack of ulven nearby had been driven off and the larger mordok force was on its way. Gathering as many people and supplies as possible, the group set out to escape along a specified route that was scouted and the best chance for survival. After evading the mordok for a time, the escape turned into a pitched fighting retreat with groups of mordok relentlessly pursuing the refugees and their defenders. After a hard fought retreat, the group was able to save many and escort the High Priestess and her cargo to safety.

Follow the link below to photos from the event

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May 19th-21st – Keeping up with the Richards

STORY INFO

Following his successful campaign against Clan Squallborn, Prince Aylin worked to solidify his new holdings into what is now known as Aylin’s Reach. New Aldoria (and their Clan Stormjarl allies) have been able to build a series of defensive outposts which keep organized attacks at bay, although it is impossible to stop small bands of raiders from slipping through to harass supply lines and travelers. With the recent “acquisitions” New Hope has gained in former Nightriver territory, the Prince feels it is best to improve his economic base within Aylin’s Reach far away from the influence of the fledgling city-state. To this effect, he has ordered that the villages and outposts left behind by Clan Squallborn in their retreat be re-activated. He is offering generous compensation to private individuals who wish to assist in this process or provide security for those who wish to do so. The small outpost of Sandmaw is one of the first on the list, and peoples from many backgrounds are flocking there to take advantage of the Prince’s offer.

POST EVENT SUMMARY

Gathering at the recently operational Sandmaw Outpost in the territory of Aylin’s Reach, New Aldorian soldiers welcomed adventurers from across Mardrun to join them in their Mayfair celebrations. A number of tasks required the immediate attention of the outpost’s soldiers, including reinforcing the walls and patrolling for potential Squallborn raiders who had been seen in the area.

As the first day progressed, a number of casters inside the outpost noted strange occurrences when reaching into the mana stream. As they would meditate to regain the mana they had spent, a small portion would be siphoned off and pulled north. This led to a number of small ventures into the surrounding woods to hopefully triangulate the mana’s destination, though by the time a solid map was made, it was too late to investigate it fully.

The following day not even the poor weather could dampen the spirits of the celebrants as they participated in feats of strength, luck, and mind. As victors were named, they were awarded tokens to show their prowess. Though the weather kept the competitors from finishing the final two feats, there was enough gusto left in a few of the attendees to make a push north as the sun began to set, seeking out the strange anomaly in the mana stream siphoning mana away from casters. After a long trek through woods and marsh and led by visions of a stump in a clearing, the group finally found their destination: a small lantern-shaped object with an odd gem in place of a wick. The first adventurer to touch the lantern vanished in a flash of blue light, and the others quickly made their way – wet and weary – back to the outpost to rest for the night.

On the final day of the celebrations, research began in full on the lantern. Strange markings and an odd blend of arcane and divine magic seemed to emanate from within, although the true purpose was unable to be discovered. On a happier note, the champions from the previous day’s feats were asked to compete once again in the Feat of Feats where they used any skills at their disposal to endure a savage beating in the name of the celebration to be named the Lord and Lady of Spring. In the end, neither the Lord nor Lady of Spring had a blow struck against them through separate unconventional means. The celebrations drew to a close as the sun began to shine for the first time since the revelry had begun, and the adventurers spent the rest of the day recovering from their feats, enjoying the weather, and preparing for their journeys home.

Follow the link below to photos from the event

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April 14-15th, 2017 – Swords or Plowshares – The Siege of Daven’s Reach

Swords or Plowshares:

STORY INFO

As both Clan Riverhead and the Great Forest bear the brunt of the newfound hostility of the mobilized mordok presence, it has become clearer than ever that the threat of the Mordok needs to be opposed. The sporadic defenses of Clan Shattered Spear, Clan Whiteoak, and Pack Longfang to the north are wholly inadequate in stopping a threat the size of what attacked Clan Riverhead. As the Clans to the south react and send help to Riverhead, attention has turned north in an effort to unite some of the Ulven and solidify the defenses against the mordok. Before any major efforts are undertaken, some of the Clans want to know what kind of defensive plan could be viable. Several abandoned outposts and villages on the edge of Ulven territory could potentially be rebuilt and turned into part of the defenses against the Dirge Swamp and there are two immediate options. A small outpost in Clan Shattered Spear territory could be scouted out and turned into a military fortification, further enhancing the defensive potential of the north. There is also a small farmstead and the nearby abandoned trading post near Onsallas Village which could be examined for its potential in housing a farm that could grow anti-corruption reagents as was discussed at the recent political meeting. Either option will be a challenge as these abandoned outposts are full of unknowns. They will be lacking a number of basic amenities, their current status and knowledge of what needs to be done will be unknown, and the level of mordok or ulven activity in the area will vary until examination of the chosen location.

AFTER EVENT SUMMARY

The Longfang cart was heavy with supplies. The dirt beneath their feet gave way to mud at every step and yet the adventurers trudged forth, determined to complete the task before them. Mordok harassed the procession, never standing to put up a real fight but constantly trying to pick off stragglers and let the caravan know that their presence had not gone unnoticed. Slowly the cart turned towards Shattered Spear territory, decided upon by those protecting it. The defensive outpost was more important than the farm. When the group arrived they quickly set about trying to return the broken down palisade to its former glory. Some set up their kits within the walls, mending armor or tending wounds. Others ventured back into the woods on patrols to keep the Mordok at bay. Still more dove into the rebuilding process, collecting solid timbers from the woods, cutting firewood, and clearing brush from the trails. Though the Mordok presence was constant, organization from these men and women got the outpost operational again, much to the relief of Clan Shattered Spear and their southern allies. Not all news that day was happy, however: A few of the Longfang pups did not return home that night and the hunter they had expected to arrive at dusk was nowhere to be seen by nightfall. In a brighter end to the evening, though, a handful of Shineleaf flowers were collected for the outpost, which are believed to make a fertilizer that could produce a sustainable yield so close to the swamp.

 

The Siege of Daven’s Reach:

STORY INFO

With the onset of the expanded Newhope territory and the beginning of the infrastructure Great Work, a large amount of attention has fallen to the safety and security of the Newhope lands and the new roads. Banditry has been a consistent problem throughout both colonial and ulven lands. In what has been viewed as a rather heavy handed response, Newhope has mobilized some troops and put a call out for a mercenary contract to help them retake Daven’s Reach. The Reach has always been a property of Newhope but over the last two years has become a home to a number of displaced families, refugees, outlaws, and former pirates of New Oarsmeet. While the Reach has been known to house a large amount of unsavory people, a large number of families have found life at the Reach to be easier and less political. The fact remains that Daven’s Reach is still owned by Newhope, especially Baroness Catherine who is a member of the Council of Ten. After a failed attempt to retake the Reach by hiring out mercenaries in the past, people expect the response to be absolute this time around. The way that Newhope is making their actions known and spreading the word about hiring on adventurers and mercenaries to retake the Reach shows boastful actions, of making a statement to all in Newhope territory. For those that are signing on to help, a unique challenge is presented. Should too few rally behind this contract to attack and retake the Reach, the mercenaries hired could find themselves in a very dangerous and lethal predicament. Should too many rally behind the contract and overrun the Reach, it is expected that the payout and sharing of the spoils of the fight could be minimal at best. Anyone involved, either in swinging a sword or helping with supplies, finds themselves in a moral dilemma as the upcoming actions could further displace or even harm families who have nothing to do with the actual banditry operating out of Daven’s Reach. There has been a small but vocal movement in either actively defending the people of Daven’s Reach or in trying to find an amicable or even peaceful solution with Percival, the current leader of the people of Daven’s Reach. How things play out are up to those that get involved and are willing to invest or risk in the current situation.

AFTER EVENT SUMMARY

Not far from the last remaining fortification of Daven’s Reach, the attackers prepared themselves for the battle to come. They were disrupted soon after by the arrival of Baroness Catherine herself, intent on witnessing the removal of bandits from Daven’s Reach and the thorn from her side. In the hopes of reaching a civil agreement, the Baroness met with Percival von Borscht, the man who had been running Daven’s Reach rather effectively since the takeover. He expressed an interest in a peaceful resolution and a willingness to return the settlement to the Baroness, though he demanded a noble title to show his position and two hundred silver to compensate the people of Daven’s Reach for the number of improvements they had made over the past two years. From the pockets of the attackers came the vast sum of coin, and those within the settlement looking for a chance at a legitimate life chose to stand down or evacuate before the siege began in full. Those who remained either sought no redemption, or would find none due to the bounties placed on their heads in the past. Led by the Baroness, the marshalled forces marched on the fortification, battering ram in tow. A handful of defenders skirmished with the well-equipped group outside the walls, but were quickly overwhelmed and cut down. The ram was brought to bear against the front gate of the keep as a hail of arrows and boulders rained down upon the attackers. As the sun began to set, at long last the gate began to splinter until it fell entirely, allowing a flood of attackers into the courtyard. While the defenders fought intelligently and valiantly for the land they now called home, they were soon overwhelmed by the attacking force. As the night fell in full, the last few defenders barricaded themselves on the ramparts of the keep, proving too stubborn for the battered and bruised attackers to root out. Their loyalty bought by the gracious donation of silver earlier in the day, however, led the former residents of Daven’s Reach to step forth as fresh troops who finally removed the last of the defenders. The fighting was brutal and many on both sides lay dead or wounded but the day, and the Reach, were won by Newhope and her allies.

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March 18th, 2017 – Sticks and Stones

Sticks:

STORY INFO

With the onset of the spring thaw, the mordok previously sighted in the Great Forest have finally made their move. Clan Riverhead calls for urgent help; mordok have come out of the forest in unprecedented numbers and are employing a simple but devastating mob-like strategy. It is unknown how the Mordok were able to move these types of numbers into the great forest undetected, and any estimates as to their numbers are quickly proven to be in error as yet even more of the monsters emerge from the trees. Allies are anticipated to send warriors to the aid of Clan Riverhead, but the intensity of the attack from the mordok may reveal to them a destroyed Clan before they even have a chance to arrive. Nearby warpacks of Clan Shattered Spear to the west, Pack Goldenfield to the east, and groups of adventurers or mercenaries that have caught wind of the situation on the road have moved to help the people of Clan Riverhead. However, this early on the fighting means that the best these defenders can hope for is to stall the mordok while the people of Riverhead evacuate.

An impromptu battle line has formed near the edge of the Great Forest and south of the main settlement of Clan Riverhead. Riverhead’s largest settlement has already fallen to the mordok and its people are on the run. With the goal of holding back the tide, the line is sparse and many villages are located beyond its protection.

Clan Shattered Spear warriors have deployed to the west to defend and Clan Goldenfield to the east. Your group has taken up the center of the defensive line and has been assigned a small group of Clan Riverhead support personnel and a unit of Clan Riverhead Militia has been assigned to act as your reserve.

Your task is simple… hold the line. Hold for as long as possible to give the people of Clan Riverhead the best chance to escape and survive.

AFTER EVENT SUMMARY

As the Riverhead warriors and refugees were beset by Mordok, many started to lose hope: with nowhere safe and no way to fight back in earnest against the numbers they faced, they were prepared to flee or meet their deaths. Fortunately, adventurers from across Mardrun, accompanied by warriors of Pack Longfang arrived on the scene to lend them aid. Wave after wave of Mordok crashed against the newly reformed shield wall, wearing down the defenders and their equipment for hours. Perseverance and teamwork won the day as the Riverhead refugees were protected long enough to regroup and make their way to relative safety. What could have been a complete slaughter of Clan Riverhead has been tempered into a battle for the lands of the Clan. Although the mordok were outright defeated by the rallied defenders, there is no telling how much more the current mordok threat has to offer.

Stones:

STORY INFO

After the recent announcement from Lord Baron Richards as to the decided upon Great Work, the City-State of Newhope has wasted no time. The newly sovereign City-State has committed to an ambitious project of infrastructure improvements within their territories the likes of which has never been seen on Mardrun. Central to the first phase of improvements is a highway linking all of the major settlements within Newhope territory. Along the path of the proposed highway, locations are being identified to provide basic amenities and shelter to travelers, workers, traders, and soldiers alike. Abandoned farmsteads are being reclaimed, and hamlets previously consisting of a mere handful of buildings are suddenly finding themselves hubs of activity.

If successful, travel in Newhope territory will become much easier on merchants, travelers, and soldiers on patrol.

You have made your way to one of these hamlets to partake in the lucrative contracts available to both skilled tradesmen and unskilled laborers alike. Take care in your approach for while hard work will be rewarded with silver, profiteering and theft have been rampant and will be rewarded with coin of a different color.

AFTER EVENT SUMMARY

Following the decision to expand the infrastructure of the Newhope territory beginning with a Great Highway stretching from Starkhaven to Crow’s Landing, construction began at a number of sites along the way. At one site in particular several laborers came together to begin clearing the paths for construction, offering what skills they had to speed the process along and make some silver in the meantime. Though the areas have reported an increase in bandit activity in recent months and the workers were on guard against such interruptions, the tasks seemed to go rather smoothly, excepting a handful of wanted posters and the arrival of a few troublemakers. While there is still much work to be done before the project is complete, the beginnings of the Great Highway have started to take shape. It is evident that although the Great Work continues, security and maintaining order against those that feel they are out of the reach of the common law will continue to be a problem.

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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:

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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