A Chronicle of Flyck's Game

Flyck

Senior Member
Greetings all...  For those interested, this is the summary of the chronicle I've been running for several months now for my gaming group.  Last Friday (Nov 16th, 2007), the group fought the last major fight, and thus ended the primary storyline.  While I have 1 game session left, it's mostly going to be a clean-up, and a 'Where's your character off to now?'.  So, if you're interested, he's the outline of what happened in this grand scheme...  Abyssal names (both player and NPC) are alias names, I'll forgo writing out their full titles, but they did have them.


The Players


Moriander A Twilight Caste Solar from the region of Gem.  With tanned skin, and filed teeth.  Talented Sorceror, thief, lore-master, alchemist and jewel-smith.  Noted for passing the most 'knowledge' checks, and having a deep understanding of the history of Creation.  Was also one of the 2 members with the highest Essence score.  Has an intelligent horse familar.


Phon A Djala Zenith Caste Solar from the Blessed Isle, who once served as a slave for one of the great houses.  Talented martial artist, nimble athlete, and priest.  Was noted for being the voice of logic at several key points in the story, as well as ensuring the proper disposal of bodies once he joined the group.


Fang A Changing Moon Lunar with a Tyrant Lizard totem.  Accomplished thief and hardened fighter.  Often tended to be the raw muscle of the group, as well as in many cases the leading voice.  Tended to inflict the most damage in battles, and often let his curiosity and thieving mindset get the better of him.  


Orin A Daybreak Caste Abyssal, working for the Lover Clad in the Raiment of Tears.  If there was a tank, it was probably him.  Practiced Necromancer, with an occult knowledge rivaling Moriander's.  Was one of the 2 members with the highest Essence Scores.  Noted for being nigh impossible to kill (trust me, I tried...).  Had Soulsteel Super Heavy Plate, as well as a boat-load of defence charms and health levels.  Orin also maintains and funds many deathcults throughout the Scavenger Lands.


Aria A Day Caste Abyssal, working for the Lover as well.  Fled from Eye and Seven Dispairs.  The strongest archer in the group, and dealt arguably the most ranged damage of all.  Noted for having the highest social abilities of anyone, as well as athletic scores to match that of Phon.  Passed arguably the most 'ability checks' thanks to help from the Neverborn.  Is pregnant.


The NPCs


In order of appearance...


Tears Companion to Aria, and protected by Orin.  Tears is a little Sijanese Day-Caste Mortician-apprentice who serves the Lover.  She appeared usually as a young 14-year old girl, but is in fact a full grown Djala woman.  Tended to wear typical Sijan dresses, and was good with disguises, but quiet and timid.  She served the Zanfried of the Mortician's Order, before he was assigned to be Sijan's Representative at the Scavenger Land's council.


'Roger' Self proclaimed thief, and bumbling conniver.  Steals everything.  Was most noted for being able to bypass locks, leaving locked chests and doors devoid of contents.  Self proclaimed Red Scorpion Ringleader, although this was a lie.  Went by many alias names, from Cole Torres, to Yushoto Keiro of Lookshy.  


Maheka Treeva Heroic Mortal who's origin was Lookshy.  Had a clockwork replacement right arm, powered by a hearthstone and her sheer willpower.  She was a combat engineer from Gens Meheka, and well trained with the maintenance of 1st age artifacts.  Left Lookshy for personal reasons after not exalting as a dragon, and formed the mercenary company called the Red Scorpions in Nexus.  


-The Red Scorpions- A gang of thieves and thugs from Nexus, who operates as one of the Mercenary Companies.  Used primarily for their talents in larceny, and scouting.  Often called upon for special subterfuge contracts or information gathering.  They have little if any discipline, and are the smallest mercenary company in Nexus, consisting of around 250 to 300 individuals that can actually be called upon in a military formation to fight.  But a further 'loose' membership that is impossible to count makes up their informants and spies.  These individuals are often beggars, elderly, or orphans who can be found anywhere in Nexus at any given day.  The only official markings for the company is an article of bright red clothing that clashes with the rest of the wearer's attire, usually a scarf or a bandanna.  


The Emissary  First entered the story when Fang opted to try to sell off some 1st Age artifacts in the Little Market.  The eventual buyer was the Emissary, whom Fang knew nothing about at the time.


Sesus Katerin  Heroic Mortal from the great house Sesus from the Blessed Isle, and commanding officer of a Dragon's worth of soldiers.  Was stranded in the Scavenger Lands with her company after their commanding dragon blooded, Sesus Jark, was killed.  Her and her company defected from the Realm and opted to find a buyer for their services as mercenaries in Nexus.


Bannor Legendary smith from the Scavenger Lands, originating from Great Forks.  A Dawn Caste solar with a will of iron and an equally cold demeanor.  Worked in the Nighthammer district as a freelance smith.  Refused the advances of Aria many times.  


What happened...


The Beginning


Story started off with Aria meeting Tears in Sijan, after the group of Deathknights she was travelling with broke up.  Tears recognized Aria as a servant of the Lover and said she was instructed to follow her until Master Zanfied returned.  They fled Sijan from giant wolf spiders that seemed intent on attacking Tears, and made their way to Nexus.  


Moriander, being pursued by a Wyld Hunt, spent several years on the run and eventually ended up in Nexus by sheer chance of ST design...   :twisted:


The player playing Phon at the time, was playing a different character who was a solar Dawn-Caste beggar in Nexus.  


Fang happened to be in Nexus after travelling there from his homelands near Rathess.


ST plothooks bring the group together, and they get their first sight of the Red Scorpions discussing treasure in a nearby long lost 1st Age temple.  Red Scorpions take off presumably on foot.  Players take the Plot-hook, and give chase after Fang steals the map they had.  On the way, the group is met by Orin (a very unsubtle Deathknight), who insists he was sent to protect Tears.  Despite much unease towards each other, the group doesn't kill itself much to the STs surprise.  This is largely due in part by Fang's neutrality between the Solars and Deathknight, and Aria (who only Fang is aware of her Abyssal status).  


Characters travel on horseback to the location a week out from Nexus.  They come across some old ruins, and after much searching finally find a way inside.  There they come across much lore and history (including a 1st Age map of Creation), and are attacked by some ghosts.  Upon reaching the Hearthstone room at the bottom, they come across the Red Scorpions being confronted by a talon of Realm soldiers led by 3 Dragons.  The Realm soldiers immediately attack the players after seeing several known Anthema and a Deathknight.  The Red Scorpions flee with the majority of swag from the ruins loaded onto some 1st Age vehicles, leaving the Realm and players to fight it out.  Much bloodshed later, the players continue through the rest of the ruins and find some tools, as well as a few minor artifacts.


Upon returning to Nexus, the the 'ringleader' of the Red Scorpions is caught trying to steal from the players in the middle of the night.  After much bartering, it becomes apparent that the Scorpions ran into problems with their vehicles, and they barter payment for some of the tools collected by the players.  Players officially meet the Red Scorpions for the first time, and are introduced to Roger and Treeva.  Treeva scowls at having to hand over some of their swag, and fixes the 1st Age devices.  Groups part ways and find their way back to Nexus.  On the way, Tears is stolen in the middle of the night, and the players chase after some Spider Beastmen to find her.  They loose track of them, but find out that some of the Beastmen were carrying fruit known only to be found in Halta.  Players resupply in Nexus, Fang sells off some artifacts in the Little Market to the Emissary, the players barter with the Scorpions for use of their 1st Age vehicles, and make off towards Halta at approximately 80 mph accompanied by Roger and Treeva.  


Halta


3/4ths of the way to Halta the group stumbles upon a deserted campsite littered with spider beastmen corpses and blood-shed everywhere.  Tears is nowhere to be found.  The group decides to continue North, and they reach the Halta area.  In the middle of the night they're attacked by Raksha, and end up being bested in combat by hordes of hobgoblins and several Fae.  Ropes are lowered from the tree canopy, and the group retreats to the walkways of Halta, rescued by some passing Haltan guards and giant spiders.   The Dawn Caste beggar insists that there is no honor in this, and leaves to continue to fight the Raksha (player didn't like character, and decided to make new one, bring in Phon).  Phon, a traveling Djala was headed for the capital of Halta.  On the way, he met a Djala woman, and the two travelled together.  Group meets up with Phon and the 2nd Djala, who recognizes the group, and dons her Sijan garb again, showing herself to be Tears.  Rain Deathflyer and Silver Python meet with Fang specifically, and ask him to do them a favor and kill a known Chimera far to the north.  


The group heads north from Halta, after seeing a Haslanti airboat dock at the capitol.  Treeva and Roger stay in Halta.  Group heads north, finds a bordermarche, hunts down and kills the Chimera in a total of about 3 game sessions.  On the way back, Tears is found to have a 'wandering Po', and the group is attacked by it.  Upon arriving back in Halta, the group witnesses a trial against Treeva and Roger, for apparently trying to hijack and steal the Hislanti airboat.  Aria and Orin step in to defend the 2, and utterly humilates those that are prosecuting them during the trial.  Meanwhile, Phon finds the ghosts of the crew members that were killed and brings them forward into trial as witnesses.  The ghosts describe that they weren't killed by the Roger or Treeva, but rather were killed by some foreign monks who were looking to frame them.  At this part 5 members from the crowd flee and disappear in the general populace of Halta.  Treeva and Roger are pardoned, and Rain Deathflyer and Silver Python meet with Fang and the group and offer their thanks for hunting down the Chimera.  They offer to give recomendations to Raksi to meet with Moriander in his pursuit of Sorcerous knowledge.  Group spends about 2 in-game months in Halta, and Aria makes a visit to the Lover's palace, and recieves some funds as well as orders.


Group heads back to Nexus, and stumbles upon Mother Bog in the middle of the night.  The ST cannily had the swamp appear around them overnight, and expected the group to attempt to fight and try to destroy the swamp...  instead, the group bargained with Mother Bog's minions, and left the area...   :x


Upon arriving back in Nexus


Group returns to Nexus, Fang and Aria decide to create a Mercenary Company called the Blue Cranes, and discuss with Roger on forming an alliance of sorts between the two companies.  Upon looking for soldiers, Aria stumbles upon Katerin who describes that her and her dragon's worth of soldiers have been left in the Scavenger Lands after their commanding Dragonblooded and his wife were slain not far from here a little over 2 months ago.  Aria and Fang hire Katerin and her soldiers, and form the Blue Cranes.  They meet with the Emissary who explains that he doesn't register new Mercenary Companies, but rather Pennicia on the Council of Entities does.   Players register, and every player is put on the Company Charter.  And the players purchase a Mercenary Company Hall in the Cinnibar District.  Phon begins training a group of elite martial artists for the Blue Cranes.


Fang learns from Roger that the Scorpions are being sent to Denandsor to retrieve a 1st Age weapon for the Emissary.  Fang naturally decides to round up the players and make for the empty city.  The players arrive in Denandsor, are attacked by several of the guardians who insist that the players should not touch the glass display cases, and there is no running in the halls.  Upon walking the streets of the city, and taking many limit increases from the effects of the city, they stumble upon the main capitol building, and several demons led by Octavian and 2 individuals with fire streaming from empty eye sockets.  The players fight Octavian and the demons after Fang steals his acorn, and manage to win.  The 2 Infernals locate a 1st Age device they were searching for, and use it to open a rip into Malfeas, fleeing from the group.  Players shrug and major plot-hook #1.  Phon finds the Daimyo's official White Jade Seal of Denandsor.  Group finds some 1st Age Tools worth a small fortune, and the group makes their way back to Nexus with more swag.  


Players then head to Firewander District to try to break into the old capitol building, but get distracted by one of the Solar Tombs.  They make a big spectacle and the Emissary takes them into custody and explains he knows they're exalted, but that they should keep a low profile in the city for their safety.  Further, breaking into some of the Solar Tombs are against the Dogma as it disrupts trade, and so he advises them to stay from certain ones... namely the one they tried to enter.  Players miss very subtle Plot-hook #2.  


Fang realize that the Blue Cranes need a smith, as their equipment is rather worn and in need of servicing.  Moriander and Aria find a freelance smith named Bannor, in the Nighthammer district who agrees to work for them for a hefty price.  Aria pays it, and the Blue Crane's get a smith.  Within a few days, most of the equipment is up to par.  It becomes apparent that Roger and Treeva went to Lookshy to steal the equipment the Emissary wanted, instead of heading to Denandsor.  The Emissary hires the players to leave for Lookshy, and bring them back as apparently they ran into trouble with the authorities.  Meanwhile, the Blue Cranes get their first 2 contracts, one of which is to accompany a merchant's ship to Lookshy (by clever ST plothook).  Merchant turns out to be a notorious Scavenger Lord, but the players keep their heads low and don't draw attention to themselves.  Katerin leads the company.  


Lookshy


Characters are treated to a tour of Lookshy, and Tears' status as apprentice to a well known member of the Mortician's Order gets the players their needed guest pass-keys.  Group begins searching for Treeva and Roger as the Katerin's men protect the ship and the Scavenger Lord as she deals with Lookshy's officials.  Fang is ambushed by Octavian in the middle of Lookshy, who leans down to him and yells 'Yes liege, I shall slay these Dragon-Blooded for you!'  Octavian slays several hundred soldiers, and about 10 dragons before finally being brought down by weapons fire and dissipates.  Fang is immediately arrested and interrogated by Lookshy's soldiers.  A day later, it becomes known that Fang is incapable of Sorcery, and doesn't even have the Occult knowledge to know exactly who or what Octavian is.   Fang is released but kept on close observation.  The group discovers Roger's name is Yushoto Keiro, and Aria convinces Gens Yushoto to release him from prison, much to his humiliation.  Treeva is under house arrest and to be wed-off as per the breeding program for Gens Meheka.  The group manages to bribe/incapacitate her guards, and smuggle her out of Lookshy.  The players then return to Nexus.


Nexus


Group returns to Nexus, is thanked and rewarded by the Emissary.  Emissary reworks the dragon lines on the street around the Blue Crane's company hall, and turns the Blue Crane's hall into a Lunar aspected manse for Fang (as payment...).  The manse turns out to be a Puzzle Manse, and many soldiers go missing.  The players then end up spending several game sessions traversing the manse's infinite rooms.  Fang eventually finds the Hearthstone room where the Emissary scrawls out the last few dragon lines before saying this is his payment.  The players then spend several more sessions exploring, after discovering ways to bypass the manses confusion.  Some soldiers are found again, but the majority of those lost by the manse stay lost forever.  Several in-game days go by as the players continue to explore, and stumble upon several Hallow ruins built into the manse, including a library.  The players miss subtle Plot-Hook #3, by being excessively distracted by manse...  which was kind of the point.


Group eventually desides to give the Firewander old capitol building another shot.  Upon going through the Wyld Zone, they're attacked by those annoying 1-winged human-head-beak birds, and treasure chests that are really giant insects.  The reach the basement and discover a plaque that reads a name and describes it to be a protector of the Black Wind.  A rumbling shakes the city, and the players flee, only to find the capitol building crumble in on itself, and the 'hidden fae weapon' to be a colossal spider-like behemoth.  Instead of fighting it, they manage to get it's attention and Aria convinces it to leave and talk with her.  ST was thoroughly disappointed at not getting to send upwards of 35+ bashing damage per hit at the players.


Emissary calls the players into his office and verbally abuses them for releasing the behemoth.  He also tells them to leave the Firewander district alone, and that it should stay as a Wyld zone.  Fang then discovers a brawler in the streets who single handedly kills off several men with his fists before finally being rendered unconscious.  He forcibly recruits the individual, and hands him over to Phon's elite Martial Artists


The thought comes to make a trip to Rathess or Dendandsor.  The thought comes that Moriander may well have known Raksi in another lifetime.  Katerin approaches Fang and says they're missing several more soldiers who haven't reported in recently... all in all about 15 or so.  Further, Orin's death-cults in the city apparantly have lost upwards of 2/3rd of their numbers, as well.  Players finally catch major plot-hook.  


The major plot


Players start investigating, and find out that many of the Mercenary Companies are missing soldiers.  Further, many people throughout Nexus have been reported missing as well.  Characters continue to investigating over the course of several game nights, and it becomes apparent that there seems to be cults forming in the undercity of Nexus.  Aria tries to commune with the Neverborn, and her mind is filled with images of hate, imprisonment, and is ultimately shown an image of a cult sacrificing an individual on an altar.  The players search the undercity, and Phon uses his ghost whistle and ends up calling forth the 2nd lead the characters get.  The ghost of a female soldier from the Bronze Pioneers informs the group that she was indeed sacrificed on an altair somewhere in the undercity, and leads them to it.  


Upon entering the depths of Nexus, the characters are attacked by a gang of Hungry Ghosts, recognizable as the hungry ghosts of the Realm Soldiers they killed in the ruins almost half year in-game earlier.  The players are reminded why they should properly dispose of bodies, after a long fight.  Moriander ends up bargaining with the more powerful of the Hungry Ghosts, who turns out to be just a ghost with powerful arcanoi, leading the others.  Several offerings are made later in her honor...  Anwyays, the players discover a small shadowland developing in the depths of Nexus, and eventually are led to the hidden room where the Bronze Pioneer was murdered.  There, the players find several Bloody Hand gods hanging out, but the players refuse to deal with them.  Fang discovers a hidden compartment in the Altar that contains a finely crafted dagger and a note.  The note read that the writer was pleased to see everything going well, and that his agent among Nexus' council was helping to ensure that things would go as planned without disruption.  Further, that within short time, enough blood and sacrifice would ensure that the Silent Wind could be summoned into the city, signed Mask of Winters.  Players put 2 and 2 together, come out with 5, and realize that if the Silent Wind is summoned into Nexus, it would effectively leave a vast shadowland, kill off most of the population, and allow Mask of Winters to attack Lookshy with fully 1/3rd of the Scavenger Land's forces destroyed.  


Aria and Orin ask the Lover what she would have them do.  The lover responded by saying she cares not for Nexus, Lookshy is hers and to stop Mask of Winters as he's infringing upon her plans.


The players bring the note to the Emissary's attention.  The Emissary ponders the issue, and refers to a parchment that he says describes an artifact found in Denandsor that may be of help.  With it, they'd be able to stabalize Creation from any breach in Malfeas, and stop the Silent Wind from entering the city.  To get the artifact, they'd need to go to Denandsor the following day, and enter a Solar Tomb that opens on one specific day every ascending month.  The rest of the time, the tomb is relocated to Elsewhere.  The players agree.  Phon, the voice of reason, comes to the realization that the Emissary seems fit to send the players on trivial tasks.  Further, why would such a large group of Exalts be asked to simply leave a city that may be invaded by a Primordial.  Fang and Roger make for the Emissary's office to try to steal the parchment from him, but Fang looses sight of Roger.  Upon reaching the Council Tower, Roger is nowhere to be found, and the entire tower is on total lock-down by the Hooded Executioners.  Fang impersonates a guard, and gets inside, and sneaks into the Emissary's office who's irate at the loss of several valuables stolen.  Fang draws too much attention to himself and is nearly hit by a thrown knife in his direction.  Fang leaves, only to find Roger back at the Merc. company hall, with parchment in hand (as well as many other valuables).  The parchment the Emissary had, was financial figures of the Little Market, with a shopping list...  


The players then decide to get the help of some of the local gods, after making it look like they left the city (through disguising look-alikes and paying them to leave Nexus).  After much searching, Aria stumbles upon Shalrina, Daimyo of Masks, who then informs Aria that while she isn't Nexus' city god, she does know of a few other gods in Nexus.  One of which, is the God of Thieves and Lies.  Shalrina describes to Aria what the god looks like, and the players make the realization that the god is currently bumming around in their company hall with a handful of the Emissary's prized possessions...


The players confront Roger, Cole, Yushoto Keiro, whatever his name is at the time... and wrestle out of him that he is indeed the God of Thieves and Lies, but he can't take action due to a long-standing favor owed to the Emissary position.  Fang then finds Treeva, and tries to get her to rebuild a broken 1st Age weapon with Bannor (in hopes of applying it against the Emissary), and she agrees but only if the Blue Cranes and Red Scorpions form a mutual alliance of interests.  After much looking over with Bannor, Treeva says it will take at least a month to finish due to materials alone (no Fiery Solar Essence Cannon for you!).  The players realize they have approximately 2 days to act before Nexus is slaughtered whole-sale.  


Aria and Fang invite as many commanding officers from different Mercenary Companies as they can (minus the Hooded Executioners) for a meeting at their company hall.  The players discuss with the Red Scorpions, Bronze Pioneers and the Nightarrows what is happening in Nexus.  The commanding officers of the Bronze Pioneers and the Nightarrows laugh, but when shown proof they agree to help out... for a price.  The players pay them, and the decision comes that the players will make a strike against the Emissary, and the mercenary companies will combine their forces and expertise to take down the cultists.  The Red Scorpions and their extensive network of spies and informants will lead the other mercenaries to the cults.  


The players made their move to the Council Tower, accompanied by Bannor the smith who agreed to join them.  Upon reaching the tower, they scheduled a meeting with the Emissary and confronted him.  The Emissary was pleased to see them returned, and wondered where the artifact was.  The players said they didn't have it, but figured they weren't meant to return with it.  Fang mentioned that they had his shopping list for the Little Market, however.  The Emissary admitted that they were right, they weren't meant to return...  as the tomb would only stay open for an hour before relocating back to Elsewhere...  And a join-battle was declared.  


The players fought the Emissary, who spent the entire fight laughing.  He summoned forth a Soulsteel Dire Chain, and reduced Phon to a gibbering wreck.  Avoided the majority of attacks, but was slowly worn down.  Moriander successfully casted the Flying Guillotine spell, and in an attempt to parry it, the Emissary through himself out the door of his burning, wrecked office, and over the banister backwards as he flailed at the guillotine (yay! stunt dice).  Aria landed an arrow in him, bringing him 1 box shy of Incapacitated, Moriander launched a blast of essence at the Emissary but barely failed to hit him, and Fang threw himself off the stairwell after him, and managed to deliver the final blow.  With the Emissary's corpse lying inside the entrance of the Council Tower, the 9 members of the Council of Entities walked in, circling the group.  Pennicia of the council pointed at Fang and declared 'The position, must be filled'.  The Harbor Master of the council strode forward to the body of the Emissary, removing the mask (causing the silver robes to disappear) to reveal a woman in reinforced Soulsteel breastplate, soulsteel dire-chain in hand and the Day caste icon still bleeding on her forhead.  And then handed it to Fang, who was forced to put it on and assume the position of Emissary...  removing him from History and the minds of everyone not powerful enough to remember him.  The council then thanked the remaining players for uncovering the spy among the council tower's staff, and that they would be rewarded...


Thus ended the story as of last Friday.  Next session will be clean-up and finalizing where the characters go now.


Comments, ideas, thoughts?
 
That, my friend, was amazing. I too am currently running a Nexus game. I love the set up you have here. I'm having my issues eventually focus down to Firewander and Nighthammer mainly and also giving the Emissary a starring role...
 
Reaaaaally liked it. I was kind of hoping Mask of Winters won, but I liked it anyway.
 
I should probably make a note that Phon actually did quite a bit of damage in the beginning of the fight against the Emissary.  But drew aggro.  The Emissary was a practitioner of the Laughing Wounds MA, and used a charm that unfortunately rendered Phon unable to act.


This however left The Emissary open to some heinous damage inflicted by the others, since he couldn't boost his DV.
 
Too cool! I insist you move to SE Tennessee to run games for my group and I!


BTW That is the best interpretation of the Emissary ever!
 
Too cool! I insist you move to SE Tennessee to run games for my group and I!
BTW That is the best interpretation of the Emissary ever!
Feel free to Loot that idea.  In all honesty, much of the idea I had for the Emissary came from sources such as Princess Bride, or Elder Scrolls IV: Oblvion.  The concept of legendary characters that continue to exist due to 'new replacements' is an idea I've always liked, like the Gray Fox or the Dread Pirate Roberts (or whatever it is...)


BTW, welcome to the forum, Pixiedragon!  Scourge is on here occasionally...  Haven't seen him lately, though.
 
Scourge said:
ZOMG YOU FOUND US!
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