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Fantasy The Plaguelands (OPEN FOR ALL)

Will you answer the Temple's call for aid?

  • Yes!

    Votes: 0 0.0%
  • No thanks...

    Votes: 0 0.0%
  • Maybe, let me properly inform myself first.

    Votes: 0 0.0%

  • Total voters
    0
[SIZE= 13px]> Look around. Are there more crows, or something else that could give you this feeling?[/SIZE]
 
> Look around. Are there more crows, or something else that could give you this feeling?


-------


The feeling of being watched becomes too much for you to handle. Slowly you turn to glance over your shoulder, half expecting to see some sort of monstrosity behind you. Nothing. Just your men and the barren landscape. an involuntary shiver runs down your spine. Although there is nothing to be seen, you can certainly feel some sort of presence. It is there, but it's unseen. Or... For a moment you swear you can see a pair of eyes, ghastly, only faintly visible. It's gone the moment you blink. It must have been your imagination. Something inside your soul believes the stories you have so far written off as superstition. Of unknown creatures, lurking in our world, unseen, watching, waiting. Waiting for what? None of the stories actually tell you about that. Your eyes slowly scan the area. Just because there was nothing to bee seen behind you, doesn't mean there might be something elsewhere. Still nothing. Now that you think of it... nothing really means nothing. No chirping of birds or buzzing of bugs. The only sounds are the footsteps of your men and horses, breathing, and the occasional grunt or two. The total silence is a definite sign of desolation and, if you listen to the old-wives tales, an ill omen. The fact that there is nothing to be seen that gives you the eerie feeling doesn't make you feel a lot better, but at least it seems safe to assume that there is nothing going to happen. For now.


The further you travel into Highmoore. the worse everything starts to look. Whereas a few miles back there was still vegetation, the fields now become more and more barren. The ground looks unhealthy, and the vegetation that's still there is sickly, if not dry and dead. Some more miles, you arrive in a small village. It appears to be a ghost town. Houses are covered in particularly large cobwebs, doors are open. Some are partially unhinged. This village lies empty, not a soul to be seen around. And that uneasy feeling of being watched is still there. Granted, this time it's possibly because of those few crows sitting on the rooftops. Not as many as you've seen before, but still they are there.


You look to your men, wanting to give them an order on what to do next.


> "Let's attack the crows again. We have seen what they can do."


> "Let's explore this village and see if we can find out more on what might have happened."


> "Let's move on. There's nothing to be seen here."


> "Let's head back to the Capital and warn the Temple. Something's going on here for sure."


> Reader's Choice...
 
> "Let's explore this village and see if we can find out more on what might have happened."


It's probably best to start getting an idea of what exactly we're getting ourselves into.
 
"We should look around," you say. "We should try to figure out what happened here. Any hints that might be left behind by the people could tell us what we're up against."


Although it isn't in the orcs' nature to question their leader, you can tell they are not quite eager in staying here. Orcs have a natural dislike towards magic and the occult. Those things are reserved for shamans and shamans alone, not for the simple warriors to meddle with. Shamans use their magic to call upon spirits of animals and ancestors, to provide them with temporary aid or advise. Magic that makes the land sick and dead people rise... That's not their cup of tea. You can beat down an undead as much as you'd like, they will just rise again and again. And the scary bit is they can turn you into one of them. No rest for your soul. Although the idea of endless fights might be appealing to some, they'd rather do so on the Eternal Fields, where they fight until they're defeated, and then celebrate with lots of mead and meat in the nights. The six orcs each join a separate small group of your men. Sure, all your men can handle themselves in a fight, but it's a calming thought they have an orc with them to fight beside them should it be necessary. And let's be really honest here for a moment: you doubt the orcs on their own would see any hints, or think a small insignificant thing might be the biggest clue of the day.


You look at your men as they split up in their smaller groups, and decide to...


> Join the group that heads to the shrine


> Join the group that heads to the mayor's house


> Join the group that patrols the street


> Go into a random house


> Wait in the village center


(The moment you want to do more/implement a secondary storyline, but our brain runs out of writing-juice)
 

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