AAR: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

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Shokunin
Posts:136
Joined:Fri Nov 24, 2017 1:50 pm
AAR: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by Shokunin » Sat Apr 04, 2020 8:52 am

LFG: A Kindness In Kind
Time: 2020-04-10 @21:00GMT (5pm eastern)
GM: Vlolkir
Rating: CR2 - medium
Eligible Characters: 0 - 16,500 Lifetime Legend Points

Rumor:
The news of the uncovering and opening of the kaer of Irondelve in 40.14 has now percolated through Throalic society, and palpable excitement has taken many at the idea of namegivers returning the the surface, signalling some sort of return to life that was withheld during the scourge. As you stroll the aisles of the Grand Bazaar of Throal, nursing your hangover with the juice of exotic fruits and grilled mystery meats on skewers, a well weathered human man waves in your direction, hailing you over.

Please sign up with the following:
Name:
Circle:
Discipline:
Quote/Unique:
Notable Abilities:
Downtime:
Last edited by Shokunin on Sat Apr 11, 2020 10:08 am, edited 2 times in total.

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by bronzemountain » Sat Apr 04, 2020 4:37 pm

This is a secondary character.
Please select only after primaries have filled slots.

Name: Temur Tengerkhan
ECR: 1
Discipline: Spirit Rider
Quote/Unique: "I ride for my the future of my people."
Notable Abilities: I ride an imaginary horse.
Downtime: Drunken debauchery.
Last edited by bronzemountain on Thu Apr 09, 2020 3:35 pm, edited 1 time in total.

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by Sharkforce » Sun Apr 05, 2020 3:38 am

Name: Zivilyn
Circle: 1 (0 LP)
Discipline: Shaman
Quote/Unique: Oh come on, that totally should have worked!
Notable Abilities: flying (self only), buffs, and debuffs.
Downtime: nothing yet.

OldKingCole
Posts:36
Joined:Tue Mar 24, 2020 7:12 pm

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by OldKingCole » Sun Apr 05, 2020 8:50 pm

Name: Rama
Circle: 1
Discipline: Warrior
Quote/Unique: Listen to the Bones of the Earth
Notable Abilities: Warriorness
Downtime:

Waijhou
Posts:245
Joined:Sat Oct 27, 2018 2:27 am

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by Waijhou » Mon Apr 06, 2020 2:25 am

Name: Xeviouz
Circle: 4
Discipline: Warrior
Quote/Unique: Lets do This!
Notable Abilities: Sword and Board
Downtime: -----

iceface9
Posts:98
Joined:Thu Apr 09, 2020 4:38 pm

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by iceface9 » Fri Apr 10, 2020 12:59 am

Name: Rose
Circle: 1
Discipline: Nethermancer
Quote/Unique: “Do you see that horror, haha just kidding”
Notable Abilities: Spells and Causing fear to enemies
Downtime: Nothing yet

Jexel
Posts:166
Joined:Fri Dec 02, 2016 2:18 am

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by Jexel » Fri Apr 10, 2020 4:51 pm

Name: Nez
Circle: 1
Discipline: Beastmaster
Quote/Unique: I am lost without Sagarmartha. I fear I shall be no use to any of you.
Notable Abilities: Flying claw shape surprise strike
Downtime:

*I know this is a late signup so if it doesn't work that is ok.

Shokunin
Posts:136
Joined:Fri Nov 24, 2017 1:50 pm

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by Shokunin » Sat Apr 11, 2020 2:15 am

A Kindness In Kind
Time: 2020-04-10 @21:00 GMT
GM: Vlolkir
Circle: 2
Difficulty: Medium

Hexes:
40.14 (Irondelve)
40.13 Plains near Irondelve

Player Rewards:
Temur: 800 legend points, 200 silver pieces, 3 TIPS
Rama: 800 legend points, 200 silver pieces, 3 TIPS
Ziv: 800 legend points, 200 silver pieces, 3 TIPS
Nez: 800 legend points, 200 silver pieces, 3 TIPS
Rose: 800 legend points, 200 silver pieces, 3 TIPS

GM Reward:
Vlolkir: 4000lp, 475sp, 3 TIPs

Downtime Actions Available:
N/A

Further Information:
Temur Tengerkhan may have an illegitimate child in the new town of Irondelve. Animals and other life in the region of Irondelve can take on metallic alignment due to a diet high in the strange elements that permeate the region.

The party shepherded the unarmed settlers of a long lost pre-scourge town known as Mannigoth to the newly opened settlement of Irondelve. The two groups have joined together, and nearly doubled Irondelve in population. They have many supplies and tools and all the things that a settlement needs to expand rapidly now.

The settlers from Throal who were the descendants of Mannigoth are mainly human and orcish, they seem to intermarry at a notable rate. They spoke with the adepts and told of the flight from their home, identifying their home as residing somewhere around 42.15/43.14 and that they left so much of their lives behind when they fled. The descendants of Mannigoth claim their ancestors were visited by the passions, who demanded they lay down arms, free all slaves, and focus on craft and construction. The passions themselves, so they claim in broken legend, appeared before them, and set their course forevermore.

NPC's
Lettret Emmkin - Human male stonemason, one of the leaders of the settler band
Gvrigeth Emmkin - Orc female weaver and matron, one of the leaders of the settler band
Last edited by Shokunin on Sun Apr 12, 2020 3:45 am, edited 2 times in total.

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: LFG: [2] A Kindness In Kind (2020-04-10 @21:00 GMT)

Post by Sharkforce » Sat Apr 11, 2020 3:07 am

Out of character: so apparently I had a lot more words in me *after* the quest than during :P Don't feel like you have to match me. Sometimes I just don't know when to stop :)

From the Journal of Zivilyn, Windling Magician

As I was passing through the great market, my attention was caught by a man and woman (later I found out their Names were Lettret and Gvrigeth, both with the same family name - I'm not sure if those names are common enough to really need a last name, but it seems many "civilized" folk are quite fond of having two names when one will do just fine) who seemed to be urgently seeking anyone who might be able to help the people of their village cross the plains and reach a community from the recently-opened kaer Irondelve. As we found out later, his people had been instructed by the Passions to never use weapons (I'm just assuming they're not allowed to fight like a beastmaster either, although it never came up), and the people of Irondelve had given them an escort of warriors to reach the gates of Throal before the scourge. These former refugees from a town they called Mannigoth wished to go now and return the favour by bringing needed supplies to Irondelve to help them through the winter, as they had been pushed out of their kaer just before winter, and in hopes of joining their village and reigniting old friendships.

Joining myself in escorting them on their pilgrimage were "Nez", a windling Beastmaster, Ramadori-... well, Ram, an Obsidiman Warrior, Temur, an Ork not-exactly-a-cavalryman who could call upon the spirit of his grandmother's legendary horse (and let me tell you, it is rightly called legendary, those hooves strike as if they were thunder) and Rose, a T'Skrang nethermancer. Some of them are rather odd, but then, I suppose perhaps they consider me to be odd as well.

We set out through the gates of Throal and I was greatly pleased to be out of that cave. Oh, you may think "cave" to be rather inadequate a description, and it certainly is a very *nice* cave, but to one who was born with wings to fly, it is a cave nonetheless. One can only meet so many bat and rat spirits before wishing for a little variety. The mountains were peaceful until we were almost out of them entirely; I had heard that groups of bandits had sprung up, and it seems to be true. We had the good fortune of encountering what I must presume were the most incompetent bandits in the entire area. First, they decided to attack our group of over 70 Namegivers when there were only half a dozen of them (granted, the people we were escorting had sworn off violence, but it isn't like they were carrying large signs proclaiming such a thing). So, not the smartest people out there (then again, they decided to be bandits, so what else is new). Plus, they completely botched their ambush as Nez spotted them easily, and their flanking warriors had to run away to their allies before the fight was joined. And as it turns out, they must have barely been able to figure out which side of a weapon goes into their opponents, because they were practically falling all over themselves trying to hit us. I suspect if I asked Ram, he would agree that they did not fight very well as a group, either, although I myself am no expert in such things. One of them must have particularly angered the spirits, because I don't believe I have ever seen such a walloping given by the spirit Invoked by the Crow Tear spell.

In any event, they were dispatched rather unceremoniously. It was actually at this point we found out our escortees (is that even a word?) had sworn off violence, as they refused to take any of the bandits' equipment. In fairness, it probably wasn't of very good quality anyways, and obviously it was all much too large for me anyways. In time, we reached a good camping site in the plains and had a night of sharing stories and dancing (well, mostly Temur danced - it involved a lot of jumping over firepits and changing directions by swinging around each other. I can see how that would be exciting for others, but I change directions in midair all the time, and these wings aren't fireproof, thank you very much). Those who had taken some damage from the bandits were able to recover, and the next morning we set out again towards the kaer after our karma rituals (I had great fun with a mischievous mouse spirit, hiding and finding seeds). I must say at this point that I am grateful to have been able to hitch a ride with various others along the way - Ram was most accomodating when my wings needed a rest, but perhaps I should be prepared in case I do not have such a convenient and willing perch in the future. I have to say it is a joy to be able to fly up and see for miles around, as well! No cave walls anywhere in sight! (Again, to be clear: I am grateful that I was inside those walls during the scourge. I am just also *very* grateful to be *out* of them now).

In time, we came across a pair of moving hills that we had heard from some distance away. It seems they were a pair of dyres, and if I thought our obsidiman friend was large, they showed me that things come in much larger sizes! These particular dyres were a little odd, in that they seemed to be made of more solid stuff than normal - almost earth-like. We had hoped we might be able to slip past without drawing attention, but the winds changed (literally) and spoiled our chances at getting through without unnecessary conflict. I mean, it isn't as if we were going to eat stony meat, and they were not enemies. I suppose it is just in their nature to be quite irritable. Fortunately, they proved to be far less difficult to deal with than I had expected. They were quite hard to hurt, but with constant pestering from my crows (they didn't do much damage, I'm afraid) keeping them unable to see clearly and the strength of our doughty fighting adepts, as well as a mighty spirit dart from Rose, one was rendered unconscious and the other fled. Seeing no reason to pursue, we made certain the unsconscious dyre would recover and went on our way; Temur seemed pleased with the idea that they might some day become the mount for some ork (not the ones who were with the bandits though... they seemed to have lances, but fought on foot. And also, they didn't survive their attempt to attack us and enslave our charges, which would be a real hindrance).

After that, we pressed through some very tall, tough, sharp grass which I may just want to try out as a basketweaving material some day. At times like that, I am glad to be able to fly. The cuts were hardly life-threatening, but they certainly sounded painful to hear the others talk of it. We reached Irondelve without further incident, and... well, let's just say that Ram is a stout companion, but his taste in music leaves something to be desired, and I think Rose stabbed herself with her embroidering needle more often than the cloth. Perhaps her hands were sore that day. Personally, I found the plants in Irondelve to be truly remarkable for my own craft - it seems the area is suffused with minerals so that the plants are like metal! I can only imagine what kind of beast spirits I might find there some day. The basket I crafted was, I think, one of my finest works. Perhaps one of the best I've ever seen, let alone made. If anyone is ever looking for a good material for basketweaving, I highly recommend the plants of Irondelve. Their leaders should really consider starting a trade with others, for it seems the downside is that their plants, while good once crafted, are not *quite* so good when harvesting and processing them. I had to sharpen my blade afterwards myself, so the people of Irondelve were glad to be receiving unworn tools and equipment and supplies from the ancestors of people they had helped before.

I must say though, it is strange that the headman mentioned that irondelve had no stories of warriors going to help others reach Throal. Still, we had a wonderful feast, and swapped some stories (some of their songs were in Or'zet; Temur assures me they were very interesting, although I think he might have said that about Orkish music even if it was terrible. Still, much better than Obsidiman music seems to be, that's for sure!). I was even able to sell my basket for an excellent price when I returned to Throal (the people of Irondelve had no shortage of ironweave baskets, and did have a shortage of many other things). Hopefully that will draw some merchants to be interested in establishing trade with them.

bronzemountain
Posts:606
Joined:Fri Feb 21, 2020 10:02 pm

Journal: Temur Tengerkhan

Post by bronzemountain » Sat Apr 11, 2020 4:13 am

Song of the Immortal Sky - Part 1

Know that the gates of Throal did open. And know also that in their opening we were finally free return to the Endless Land and the Immortal Sky.

Know that after the first year of the opening, a son of the Monkhiir-Tenger did travel with the Bloodless People to guard them on their journey that they may discharge their ancient debt.

Know that this son's name was Temur Tengerkhan. And this is his story.

The Bloodless People were sworn to bear no steel and shed no blood. But they were not weak. Their village was destroyed and yet they survived the Scourge. In this, they were helped by the Irondelve Clan, who were once fierce warriors but are now fearful.

"Who will help us repay our debt?" So said Gvrigeth Emmkin. "Who will keep us safe, we who cannot defend ourselves?" So said Lettret Emmkin.
"We will help you." So said Rama the Obsidiman, Nez and Zivilyn the Windlings, Rose the T'skrang, and also Temur Tengerkhan, who is an Ork and the Stormrider of his clan.

First among their challenges were bandits, who were at once both proud and venal. They wanted what the Bloodless People had grown and crafted and gathered. They wanted the Bloodless People as slaves. This, of all sins, is the greatest sin. And so the Adepts who had answered "We will help you" in such grand and ringing tones did give battle. And they did punish these thieves for their pride and their dreams of mastery. Know that it was good, and right.

That night, they made many fires, the Bloodless People and their guardians. They told stories of their ancestors and of their lives. They whooped and danced over the fires and in the night they made sex. In the morning, they did the rituals to refill their souls and continued their journey.

Second among their challenges were beasts, who bore neither fault nor blame, but who still brought danger across the path of the Bloodless People. Again, the band of Adepts, who had answered "We will help you" stepped forward. Through sorcery and witchcraft, they prevailed. Through strength of arms and speed of steed, they prevailed. Though the Dyres they fought were heavy with True Earth and fortified with True Iron, they prevailed.

As the beasts had committed no crime and bore no sin, the Adepts did not slay them but instead rendered them unconscious. This was done for respect of the Bloodless People. This was done for respect of great and powerful friends. For that is what Dyres are.

Only after these trials did the Bloodless People and the Irondelve Tribe meet. The Irondelve Tribe had done a great good, but had forgotten it. The Bloodless People had received a great gift, and remembered it. In thanks for the protection of the Irondelve Tribe, so many years ago, the Bloodless People said: "We bring you gifts. We bring you the food we have harvested and the materials we have gathered and the things we have made. We bring you our wisdom and our secrets, which we have gained by forswearing the steel and the blood. And also we bring you ourselves, that we may join you and be among you and together we may build a new home."

This was good, and witnessed by the Adepts who had shepherded them. And of the Adepts, each in their own quiet way did resolve to find the place that had once been home to the Bloodless People. This place called Mannigoth. And make it ready for rebuilding.

Know that this story has ended. Know that this story continues.
Last edited by bronzemountain on Sun Apr 12, 2020 4:40 pm, edited 1 time in total.

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