28 November 2008

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI
~~~~~


31.187 Continued.

Personal transcript of sensorium conversion, logged 31.187.


#THAUMATURGICAL SCRAMBLER INITIATED#
#SOVEREIGN ENCRYPTION CODE INITIATED: A12123#
Users identified: Channel cleared for conversation.
User nr 0056-435R: MAJESTIC (1831) – Code in... 
User nr 0178-101R: SLIPSTREAM (1832) – ******* ** ***** *********** **** 
User nr 0056-435R: MAJESTIC (1832) – What do you mean? 
User nr 0178-101R: SLIPSTREAM (1834) – There is no other alternative left to us if we insist on promoting Belunda. We shall have to compromise our position with regards to Sprunch.
User nr 0056-435R: MAJESTIC (1836) – Surely its not that bad? Can't Levin simply be bought? 
User nr 0178-101R: SLIPSTREAM (1837) – Of course, but it wouldn't matter, the time frame is too tight now. Short of destroying Fanny's honour, there is no way to confront the impetus of Krungen's suit.
User nr 0056-435R: MAJESTIC (1840) – And why can't we do that? 
User nr 0178-101R: SLIPSTREAM (1841) – Well, we can if its your decision, but I advise against it as I have in the past. Krungen is far too wealthy to confront directly.
User nr 0056-435R: MAJESTIC (1842) – Of course, but a subtle hint...? 
User nr 0178-101R: SLIPSTREAM (1845) – Would have little effect now. It would automatically be assumed we were behind it, in fact if anything untoward should happen to Fanny, we would be seen as responsible.
User nr 0056-435R: MAJESTIC (1845) – Who would dare think ill of me?
User nr 0178-101R: SLIPSTREAM (1849) – Krungen.
User nr 0056-435R: MAJESTIC (1850) – What will Alvin's marriage cost us? 
User nr 0178-101R: SLIPSTREAM (1851) – Surprisingly little really. There is the question of the unpaid dowry of course, but the advantage would rest on us. They won't expect you to flaunt tradition in this way and by doing so, you will of course put us in an excellent position to launch a counter claim against Sprunch, though I doubt we will be able to convince the court that he owes us a dowry once Alvin has already signed the marriage contract.
User nr 0056-435R: MAJESTIC (1854) – What if the signiture isn't legally binding...?
User nr 0178-101R: SLIPSTREAM (1855) – A forged marriage? It might work... 
User nr 0056-435R: MAJESTIC (1856) - It would buy us time to get Belunda into place. Alvin doesn't necessarily have to know, in fact, it would be best if he didn't.
User nr 0178-101R: SLIPSTREAM (1857) – Sprunch would want to see the contract. Rendering it null without making it obvious would be very difficult. 
User nr 0056-435R: MAJESTIC (1858) – We shall hire Lenz-Zvi and pay her well.
User nr 0178-101R: SLIPSTREAM (1859) – Alvin will be disapointed when he discovers his marriage is a sham... He could sue us for fraud.
User nr 0056-435R: MAJESTIC (1901) – Could he win? 
User nr 0178-101R: SLIPSTREAM (1903) – Possibly. It would depend on which court he used 
User nr 0056-435R: MAJESTIC (1903) – Do you really think he would? 
User nr 0178-101R: SLIPSTREAM (1904) – I would.
User nr 0056-435R: MAJESTIC (1905) – You would? You'd sue me?
User nr 0178-101R: SLIPSTREAM (1905) – Of course 
User nr 0056-435R: MAJESTIC (1906) – I suppose your right. We'll just have to make sure he doesn't understand what we've done.
User nr 0178-101R: SLIPSTREAM (1907) – It in his own best interests? 
User nr 0056-435R: MAJESTIC (1907) – It is in the interests of the house of Rammstein which is the same thing!
User nr 0178-101R: SLIPSTREAM (1908) – Of course...
User nr 0056-435R: MAJESTIC (1908) – Here is what we'll do. Make a contract that purports to marry Alvin and Gunnturun, but is in effect, not legally binding due to some past discretion... like the time Barribus got Alvin to steal some apples. Alvin will sign the contract thinking he is getting married, we'll publish the news on the Sensorium. Sprunch, Krungen and Levin will assume they've been side stepped and we can launch a counter claim against Sprunch for the missing dowry. Later, the fact that Alvin has a criminal record will automatically nulify the marriage. 
User nr 0178-101R: SLIPSTREAM (1912) – Is there actually any record of this apple theft? 
User nr 0056-435R: MAJESTIC (1912) – Yes, and I know where its kept. 
User nr 0178-101R: SLIPSTREAM (1913) – I don't rightly know... invalidating a marriage contract over an ancient case of stolen apples is highly immoderate.... how old was Alvin when he stole these apples? 
User nr 0056-435R: MAJESTIC (1914) - Seven
User nr 0178-101R: SLIPSTREAM (1914) – Seven?
User nr 0056-435R: MAJESTIC (1914) – Yes. 
User nr 0178-101R: SLIPSTREAM (1915) – It won't work. He was below the legal age of responsibility. 
User nr 0056-435R: MAJESTIC (1916) – In Blauendal, yes, but not in Jungstadt, and thats where the theft occured.
User nr 0178-101R: SLIPSTREAM (1917) – Jungstadt isn't covered by Blauendal law. The age of responsibility still applies.
User nr 0056-435R: MAJESTIC (1918) – Drat! Is there no other way to scupper the marriage? 
User nr 0178-101R: SLIPSTREAM (1919) – Probably, but is this really necessary? Its far more elegant to let Alvin marry Guinnturun and disarm Sprunch.
User nr 0056-435R: MAJESTIC (1920) – Elegant?
User nr 0178-101R: SLIPSTREAM (1920) – From a legal point of view.
User nr 0056-435R: MAJESTIC (1921) – Oh, I see. 
User nr 0178-101R: SLIPSTREAM (1921) – Your current position is exactly what Krungen is counting on. I advise you to defy him and act against your instincts
User nr 0056-435R: MAJESTIC (1923) – The last time you advised me to act against my instincts, sixteen humans died. 
User nr 0178-101R: SLIPSTREAM (1923) – So? 
User nr 0056-435R: MAJESTIC (1924) – So we also lost our cargo of tea, which if memory serves me, was valued at forty seven thousand, two hundred and fifty two SP 
User nr 0178-101R: SLIPSTREAM (1925) – That was twenty seven years ago, and any way we had insurance and we sued the families of the caravan guards too. In the end we actually made a modest profit.
User nr 0056-435R: MAJESTIC (1931) – It's not an easy decision to make. Are you certain there is no way to arrange a faulty marriage? 
User nr 0178-101R: SLIPSTREAM (1931) – I am certain it can't be done in the time we have left. 
User nr 0056-435R: MAJESTIC (1936) – Truly? 
User nr 0178-101R: SLIPSTREAM (1936) – Truly.
User nr 0056-435R: MAJESTIC (1941) – Very well then. Draw up the contract and send it to Alvin, but it had better be worth it!
#SECURE COMMUNICATION TERMINATED#

We are faced with a rotten state of affairs. If Alvin marries Gunnturun, I say if as if there were actually any hope that common sense might prevail but I know in my heart that Alvin is a carefree fellow who will throw caution to the wind and allow his base desires to over ride all sense of propriety and decorum. When Alvin marries Gunnturun he will be signing away any chance of a dowry and must take her as she is, a penniless maiden with no prosepct of acquiring any means of her own, nor wealth from an inheritence. I say maiden, but who knows whether or not she is a virgin still? Naturally I had Majorita and Mordechai administer a test when she first came to Debar'kaal but much can have happened in the mean time. Alvin seems quite happy to take her word for it, without even asking her to swear upon the matter. Such a thing would never have happened in my day. 

I shall have to announce the marriage too though how one announces such a blot on ones honour as if it were something to celebrate I cannot fathom. I think I shall ask Vanndal to do the thing. Its about time he pulled his weight aroud here.

Rimbault's field report Nr 8 (att. 1 file).
I stayed at Camp Sausage to watch whilst the others suffered a counter attack from the Scorpion people. Say thank you to Majorita for the pork pies, they were most excellent.

Baron Edar acted very strange. A swarm of smaller scorpion creatures, maybe off spring, launched a slow moving second wave attack, and the poor human took it upon himself to charge forwards and get engulfed in a toxic vapor cloud of unknown properties. Despite his helmet filters, this gas intoxicated him fairly rapidly, though not lethally. He became unsteady on his feet and appeared to be slightly intoxicated. Dark Fyre took samples, but I think a full chemowar under-suit ought to be more than enough.

I called in an airstrike as things appeared to be getting out of hand. Valkyra arrived within half an hour or so and made a single pass over the valley, deploying six jellied incendiary bombs. 

The others are returning, with samples.

Attached Observation Report by Commander Jazpar Ostenlauber.
Valkyra to fire controller. 
Oh it's you Rimbault, what are you up to? 
Yes.
Yes?
Well, you still owe us for the last game, but certainly. If you think you'll have better luck next time.. beginning our approach now, you might want to tell your people to take cover.
Oh yes, nice spread.
Target acquired, looks like a good kill. No sign of any counter attack yet.
Like what?
We see no sign of any Trolls down there... there are numerous life forms, mostly obscured by the heat from the fire, but all smaller than a Troll. There is also an Elf, lit up like a beacon, are you sure he's not the target? There seems something unusual about him.
Okay then, if your sure.
Ludvik says he's picking up some kind of trace, possibly the remains of a stealth spell. -Looks like your Troll may have fled when he saw our approach. Sorry about that, we're somewhat conspicuous.
A what? 
A lake or body of water? Just a moment... yes, there is a small pool about twenty five degrees from his current position. 
Ha ha ha, yeah I bet he does. 
Valkyra over and out.

Alvins field report Nr 10.
Marriage contract received and signed. 
Thank You Magbus. From us both. We stand at your disposal and are ready to follow your orders, to work hard for the House of Rammstein, in all things. 
The Forward Observation Fort is completed but we have no portal since Lynild is gone. Gunnturun and I shall return to Fawr Bentref and leave the fort in the hands of Baron Eran's people.

An announcement from the House of Rammstein.
It is with Great Happiness and Considerable Honour that I, Vanndal of the House of Rammstein, have the Duty to inform the Ladies and Gentlemen of this Agust Sensorium, that my Brother Alvin Amadeus Rammstein has taken in marriage the hand, assets and lands of the Lady Gunnturun of the House of Sprunch. May their Union bring Prosperity and Children so that our Noble House may continue to serve Blauendal with the Stern Fortidude for which our Great Patriarch is so well known. 

31.188.
Majorita and Gretchen awoke me this morning with tea and hot raison buns, to which I admonished them for wasting resources. I was slightly mollified to read some of the correspondance that had arrived durng the night though I found Vanndal's announcement of the marriage signing to be a bit lacking in explanation. Majorita explains that Vanndal feels there is no reason to dwell on the misfortunes of Baron Sprunch, but I disagree entirely, and I have had words with Vanndal to explain the situation clearly. Sprunch took against us by allowing himself to be used by Krungen and we should not feel any remorse on his account! 

Regardless of it all, I shall hold a feast for when Alvin and Gunnturun return to Fawr Bentref tomorrow evening.

Rimbault's field report Nr 9.
The others have returned to Camp Sausage and the Baron is feeling better. Apparently the poison, which is spore based, can be countered by the application of grease or animal fat on the skin. 
There is some talk of recruiting Volki to scout the forest in the Faierie world to see if they can locate the Trolls. Dark Fyre has left for the forest ot the south of us where we feel he thinks he may find Volki.

A Communication from Prince Draken Manzimillian Aachen von Immenrohde.
My dear Magbus. Please accept and convey my congratulations on the marriage of your brother. You must be very fond of him to allow him the pleasure of marriage without a dowry. I am advised as to the misfortunes of Baron Sprunch, and whilst I make no judgements against the Noble Baron, I feel compelled to extend a gift of a lease of land to the Bride and Groom, to be held by you in trust until such time as we return to our ancient homeland. Please accept the deeds to the Tanzenhallental slag heap.

A Communication from Prince Borius Chlodwig Faradus Aachen von Schwartzenburg.
My Dear Graff Rammstein.
Please accept the Congratulations and Best wishes from myself and my Illustrious Brother at this, your time of Family Happiness. Please accept on behalf of your Brother, a Gift of Twenty Five Thousand Crowns.

A Communication from General Tzanden Ivorius.
Dear Magbus. Congratulations my old friend and most honoured mentor. My word, you've really outdone yourself this time. I never knew you had it in you! Tell Alvin I send my regards and congratulations.

A Communication from Ivarrius Blaustein.
To Magbus of the House of Rammstein. Jolly good move old fellow. Please accept my Congratulations and a gift of Ten Thousand Crowns.

A Communication from Ezebria.
Dearest cousin. Well done, oh well done indeed. I was completely taken by surprise and I dare say so was every one else. I say Duc'Krungen not half an hour since looking shocked to his core. It made me chuckle to see him scolding his wife like some common fish monger. 
Tell Alvin and Gunnturun the House of Rothenstein wishes them all the best and please accept a gift of Two Hundred and Fifty Thousand Crowns on their behalf. Its not much compared to what Sprunch should have paid you so many years ago, but it is a small token of our love and esteem.
PS. I know why you gave Alvin leave to marry and I appreciate and honour your commitment to the Interests of our Family. I shall not forget this sacrifice Magbus, nor shall Belunda.

PS. Thank you so very, very much Great Uncle Magbus -Belunda

A Communication from Melodia Stahlenburg.
Dear Magbus of the House of Rammstein. Well done and Congratulations. Please accept my gift of Ten Thousand Crowns. 

A Communication from Izak Stern.
To Magbus. 
Congratulations from the House of Stern.
It may interest you to know that we have this morning observed Sprunch's some what worried looking representatives being denied an interview with Duc'Krungen. I dare say the Baron is going to find his influence greatly reduced by this most unexpected move. 
Please accept the gift of Ten Thousand Crowns from our House on behalf of your Brother.

A Communication from Baron Edvarius Hartzenhofer of Klunken Pass.
Dear Graff. It has been too long.
Please accept my Admiration and a Gift of Ten Thousand Crowns

A Communication from Duc'Krungen.
Congratulations on the marriage of your brother though I am surprised to see you flaunt tradition in this way. I have always counted you as an example of true sobriety and I must say your political designs bode ill for the future of our people. I hope at least you may find some happiness in your brothers decadence.

A Communication from Levinius Levin.
I dare say, congratulations are in order for the way you have played the great game. A most inspired move indeed. 
Please pass my regards to Mordechai.

Mordechai's field report Nr 3.
The day has passed smoothly with many people offering small gifts and congratulations. I have received forty seven thousand crowns in gifts so far.

I went to see the people Konrad had mentioned and sure enough, they have a 3 inch mortar in fair condition and for a reasonable price. Unfortunately, they are not interested in coming to Fawr Bentref so I have had to find a crew. Konrad says he knows a fellow who might be use, an ex-gunner. Ishall attempt to recruit him tomorrow. For now I am invited to attend a soiré held by Lady Stahlenburg in Alvin's honour. I am informed that several visiting dignitories will also be present, not least Baron Hartzenhofer who has recently aligned himself with the interests of our Glorious Prince Draken.

[Sorry about the formatting, the blockquotes scrambled linebreaks, so I reverted.]

Write-up (5) - 31.187.

Eran, Halla and Darkfyre had encountered, and defeated, Scorpion-Dogstars in a small valley, a few km east by northeast of the hill mapped with a summit at 613 m. They had fought where the valley is about 150 m wide, with the floor fairly flat, dry (although obviously prone to flash flooding), stony and with patchy cover provided by boulders and patches of scrub and small trees. The valley runs downwards in an easterly to northeasterly direction, with the prevailing wind coming up the valley.
Eran had taken a natural position between some large boulders, and with fairly open approaches, slightly to the left (north) side of the valley floor. 3 Dead or dying Scorpion-Dogstars had held the position before.
Halla had moved down the right (south) side of the valley. She and Eran could communicate via their BVAC helmets, and Rimbault could also communicate and record / forward what they saw to the BVAC Sensorium.
Darkfyre had worked his way behind the Humans, and started to head up to the left (north) rim. He could not communicate with the helmets, so he sent his Greebly (a small C-Life animal, assumed to be a familiar, or something functionally similar) to talk with Eran.

They spent all too long deciding what to do, as they had not really agreed their objectives.
They killed the dying, tapping Scorpionman, but not before someone noticed the sound of similar tapping through the rocks.
Darkfyre, via his Greebly, teleported a complete corpse to his secure holding facility. 

Darkfyre spotted 2 Scorpionmen moving up the valley, keeping to cover, and also beyond effective bowshot (Eran might have risked a shot with his Mountain Troll compound crossbow, but there was little chance of the heavy bolt reaching so far).
Greebly scuttled off.
Halla began to retrace her route; the only safe path she knew.
Eran, still invisible, remained in his position, with 50 m of (fairly) clear ground in front of him.

Darkfyre spotted 10-20 Scorpion-Dogstar spawn [see the previous post] dismounting from an adult, and spreading out. They moved forwards very cautiously, with 2 getting to within Eran after half an hour. Others may have moved further along the ridges. 

At about this time, Rimbault, who had been less coherent than usual, requested that Valkyra firebomb the valley. Valkyra confirmed. Rimbault did not see fit to inform the others.

Eran threw a stone off to his left (north, away from Halla's previous position). In due course a spawn investigated. Eran allowed it to live. He threw again, but the next spawn started working its way towards his position. This behaviour suggested effective communication and/or military discipline, even amongst spawn. Possibly they were directed by an adult. Possibly the mysterious presence that Darkfyre had implied, was a Troll giving orders.
At 20 m, Eran shot the spawn, and the fibrous ball it carried. The ball burst, realeasing a cloud of brownish material, that drifted towards Eran. Eran trusted to his helmet filters, and dashed to retrieve the corpse, and the shell. Several others (from further away) through their balls, and the combined cloud enveloped Eran (as well as the residue from the dead spawn). His skin began to sting. Later it numbed, and Eran became disoriented.

Darkfyre noticed that the presence... wasn't present.
Furthermore, something was coming.

Eran and Halla began to fall back. 

Valkyra flew along the valley, coming downhill, passing over Halla and Eran, even as the first of 6 cannisters of highest grade jellied liquid incendiary rolled off the back ramp. The attack was a success, filling the valley floor with clinging fire and choking smoke, and burning out all the Scorpion positions, except a few spawn on the right (south) ridge (Darkfyre got one that was sneaking towards a pool). Eran and Halla escaped, as the crew could locate their helmets.
They could also detect Darkfyre, and there was a probing attack against Valkyra's detection arrays, which was thwarted by automatic defences. 
They also noticed a residue of the presence.

Eran bathed in a nearby pool (to the right (south), but without effect), Halla fed him a universal antidote (which may have worked, but... ), and Darkfyre treated him with Magick (Eran had to permit this, and Darkfyre could have played tricks, but it was effective). 

They then retreated to Camp Sausage, where Rimbault was celebrating and drunk [as explained in the next post].

26 November 2008

Notes about the Scorpions.


The Scorpion-Dogstars appeared somewhat unlike any others that the group had seen.Their traps were variable; one was a pungee stick, but concealed with the wrong leaves, the other was a patch of the same leaves, but to avoid them one had to remain pinned down, move over exposed rock, or crawl into thorns that had, like the pungee stick, been poisoned. Both traps guarded obvious approaches to the Scorpion position. The Scorpion poison is an injectable venom. It is quite strong, though perhaps not as concentrated as the most potent types of natural scorpion venom, but there is more than enough to be deadly. It has some nasty iron-compounds as well.The Scorpions-Dogstars had scorpion-like heads, tails, and feet, but conventional hands. Possibly their senses were somewhat like those of a scorpion; vision being less accute than some Dogstars (although maybe not, as their eyes were much larger than natural scorpion eyes), with high sensitivity to vibration, and possibly an accute taste / smell sense. Likely enough, Eran being invisible had little effect.Their exoskeleton was similar to cow horn; tough, flexible, but inferior to metal plate armour. They wore less metal armour than others of similar size, so their overall protection was probably fairly similar.Endurance / intelligence might have been subnormal, but they died slowly.

The group left with supplies for 15 days in the field, mostly remaining at Camp Sausage.

[Edited to add:]

The young Scorpion-Dogstars appeared to have a higher proportion of scorpion in them.
They were cat-sized (a few kg), agile, but not observed moving particularly fast. 10 - 20 were first observed riding upon a single adult, which could suggest that they lacked endurance or speed. They were, like the adults, patient, and capable of remaining immobile for some time.
They appeared to communicate using vibration through the stony ground, and managed a coordinated advance.
A few were observed with 2 weapons; a pointed stick, possibly throwable and likely envenomed, and a weighted, laquered puffball (also throwable); a sort of gas grenade / suicide bomb.

The spore clouds carried a lipid soluable contact poison, that caused fairly rapid disorientation, and could be lethal a day or so after exposure.
It is not known if the Scorpion-Dogstars are immune to this, or their own venom.

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI
~~~~~

31.184.
Mordechai left this morning for Caer Gwyrdd Bant. I've ordered the ingredients for anti-scent and a thaumaturgical lens from Melodia Stahlenburg for detecing the presence of Trolls, it may come in useful if any Trolls are directing the anticipated assault on Fawr Bentref.

Rimbault went with Baron Edar, Dark Fyre and Halle to see if they could find a Troll. Between the four of them, they ought to be able to find one, but I'd prefer we could spare a few more gunners just in case. Rimbault has promised to send back progress reports but first he will bring back the mule they took with them later today. I'm tired and I need to sleep.

31.185.
The camp was woken up during the night by a most appalling spectacle. I rushed out side to find Barribus and Rimbault brawling like a pair of commoners, in full view of Jobias Sauxmüller and his wife. Vanndal and Majorita helped me pull them apart but despite our questions they would not explain the reason for the appalling behaviour. I sent Rimbault off to join Baron Edar and the others and Vanndal took Barribus to one side. I had a quiet word with Majorita who has a theory, but wishes to investigate the matter before she tells me her suspicions. I have no idea what the problem is, but frankly I'm suspicious. Once I caught Rimbault stealing Barribus's precision drills and I had to spank him. Of course he was only twelve at the time, but even so, he hasn't improved much since then. I'm more suprised at Barribus. Squabbling isn't his way at all. It must be something very important to have caused such a rift.

Rimbault's field report Nr 5.
Killed a couple of the freaks during the night.I don’t know, just a couple of beast creatures that DF noticed during the night. Nothing to worry about. I tried a Death Spell, but it didn't work (that's the third time that spell failed against one of these creatures).
The thing just upped and legged it, so I followed it, via my animata and turned it into a rat instead. That worked and I picked it up and dropped it on the smallest one (there were three of them). The smallest one grabbed the rat and killed it at which point the spelled released the big one and it reverted back to form and pinned the little one to the ground. Unable to escape I finished it off with a Death Spell. I left the third one for the others. Between the three of them they managed to kill it, eventually. I left the bodies underground where they wouldn't be found.They had iron armour, and I left it in Alvin's secret hole under Camp Sausage.
31.186.
Majorita spoke to Barribus today. I saw them together, whispering in a corner. Barribus was shaking his head the whole time, adamant and stubborn as always. Later Majorita came to see me but she'd had no luck. I spent the rest of the day inspecting the towers and fusing the rubble into fortifications. It felt good to do some honest work for a change without having to concern myself with my bickering relatives or the yammerings of the Sauxmüller woman.
Later Jobias Sauxmüller came to see me and we discussed angles of fire and how best to coordinate fire patterns. He isn't such a bad sort when you get him away from his wife. He agreed with my ideas and seemed very ready to follow orders like a good soldier.


Rimbault's field report Nr 6.
We found a ruined castle of some kind on top of hill 613. I checked out the cellar but there was nothing worth looting, others had been there before, including Quianst. There were 15 rooms intact, all below ground, reasonably dry.
Might make a good hideaway or storage facility.

Mordechai's field report Nr 1.
Arrived at Caer Gwyrdd Bant.
City is heavily fortified already. Entire BVAC camp and all camp followers have been moved within city walls. Have made appointments to see Olivia Lenz-Zvi, Benyamina Goldenburg and Ezebria Karan Rothenstein.Visited the camp of Zachenhof and Guildenstein. Konrad has no mortars available at the moment, but may know some one who has.
31.187.
Rimbault entered the sensorium today and I questioned him about Barribus. He grew heated and almost insubordinate and I explained to him with great patience that I am not interested in their ridiculous arguments but I will not have our house made to look ridiculous by petty squabbles before commoners. Rimbault had the audacity to snigger at this and I dressed him down some what. He really is trying my patience! Later in the day, as I was about to speak with Tzanden about the chance of a fourth mortar and crew, I chanced to notice that Rimbault and Barribus were both logged into a secure channel in the Sensorium. I was hopefull they were making amends, but when I saw Barribus storming about a few minutes later, I realised they were arguing again. I shall have to get to the bootom of this if Majorita cannot. I called her over and told her to find Barribus and confront him. This is no time for dissention.

Rimbault's field report Nr 7.
I returned to Camp Sausage to get more food supplies for the operation.
Later I opened commuications to Baron Edar and Halla who were wearing the helmets I made for humans. They'd gone ahead looking for a 'presence' that Dark Fyre claimed to have detected. They thought it might be a Troll but instead they ran into an ambush with an elite unit of beastmen. I've recorded the encounter so you can send it to HQ if you like. The creatures were scorpion-like and horrible to behold. They were defeated easily enough though. I put an invisibility spell on the Baron so he could sneak up closer, despite his full plate armour. The creatures were formidable, watch the recording and you’ll see how one of them keeps tapping the ground, even after he's been cut down. I bet that's a seismic code of some kind.

Mordechai's field report Nr 2.
I went to see Olivia Lenz-Zvi. It is as I thought, Levin is acting on behalf of Sprunch.
Fortunately not as a lawyer, I doubt Sprunch could afford that, but apparently only as an advisor. Afterwards I went to see Benyamina Goldenburg and again, my suspicions were corrrect. Levin is working for, or with Duc'Krungen, the whole thing is a strategy against Bellunda. There is only one thing left to do now. We must cut our losses and employ a pre-emptive marriage before it is too late.

04 November 2008

NPC - Arianrhod.


Arianrhod is a vigorous woman of middle years, though, to many, she appears rather younger. Her hair is dark brown (with a hint of henna), her eyes greenish, her skin pale (by local standards). She is tall and statuesque, rather than voluptuous. She wears a great variety of clothes, depending upon circumstances; for formal occasions, elaborate dresses, heavy jewelry, a great mantle and a choice of spectacular headgear, or she can be naked. Otherwise, she usually wears a simple white dress.She is sometimes formal, occasionally a schemer, but often a lively and happy woman who enjoys life to the full. She is not married, but her role as Priestess forbids her to be celibate. She has 4 adolescent children. Arianrhod is one of the 3 High Priestesses of the Goddess at Caer Dduwies (she is the intermediate of the representatives of 3 generations). As such, she wields considerable political power.She is also a Theurgist; one who can call quasi-magickal effects from her deity, the limits of which have not been tested.

Write-up (4) - 31.180 - 184.

31.180.
Lynild ran to what, according to aerial reconnaisance, was probably an outpost of some more of Eran's men.

31.181.
She opened a Portal back to Fawr Bentref, and Eran and Alvin came through to work their way closer and make contact.Her Portals are unusual, in that they take a shortcut through a substrate other than Hell, thus the small chance of the spell failing might not be utterly disastrous for anyone trying to use it. A traveller might still die, or vanish forever, but might not be trapped in timeless / eternal madness.The area is forested hills; thorns and small conifers for the most part, with occasional boulders and crags jutting above the treetops. The soldiers (Lynild smelled 1 Halfling and a group of Humans) had found and occupied such a crag.Eran approached first, with Alvin a little way behind him. Lynild observed from a safe distance.
Eran chose a good place to observe the crag, which was part of a broken ridge between a couple of larger hills. Unfortunately, his men had been well trained, and they had, of course, located all such places and prepared traps. Eran triggered a deadfall, which smashed his leg, but he remained silent. Some sort of alarm was raised, but the defenders didn't appear to take any action. Some time passed.Eventually Alvin noticed that a bird, behind him, showed up on his Magick filters (he cunningly used his gunsight filters, rather than those on his helmet). Alvin addressed the bird, and started negotiations. Soldiers came down to carry Eran up to the encampment, and to show Alvin a safe path.
The leader was Pyrvyhn, a Halfling from Debar'kaal. His camp occupied the ruins of an earlier stronghold. Little remained besides levelled areas, steps and a few rooms carved into the rocks, and a well. He had built a couple of small, gravity catapults, which he regarded as unsatisfactory. They could, however, hit grid references (such as specific traps and paths).Pyrvyhn healed Eran.Eran released Pyrvyhn's unit from his command, and they chose to sign their own contracts with BVAC. He might have survived, but his men were running low on food and arrows. He didn't fancy his chances with Archonitic religious fanatics, nor the beastmen. In his experience, the beastmen were building up resistance to his Magick. They evacuated by teleportal, though Lynild made her own way back to Fawr Bentref.


Typical landscape around Pyrvyhn's encampment.

31.182.
The dark of the moon.Work on the forward observation fortress was started. It is based upon an abandoned farmhouse, more or less midway between Fawr Bentref and Hychydig Bant. [An image of a model of the proposed fortress can be seen at http://img.photobucket.com/albums/v59/evilmoif/Robin%20Hood/Smallfort.jpg .]

31.183.
Valkyra attempted to pick up some more of Eran's stragglers. The contact person was Murphy O'Hara, who started as part of a group of 12, lost 2 to Archonitic cavalry, and fled into the edge of the large forest north of Caer Dduwies. This was at the limit of the gyrocopter's range, even with additional fuel tanks and limited cargo. Murphy agreed to light a pair of signal fires to mark a safe runway. Pickup would be at midday.Valkyra's crew scanned for horses, Magick and anything untoward. Everything seemed clear, and the only Magick visible through Valkyra's highly sensitive, and Thaumatechnically amplified filters was attached to Murphy himself. Valkyra landed, but kept moving, as 9 men walking, and single limping (helped by the others) approached in a disorganised rabble. As the Dwarven crew insisted, one of them lifted the injured man (Murphy himself) onto his back. His Magickal signature vanished, which alerted the Dwarves.They opened fire, killing all 10. This ignited some sort of incendiary that one had been carrying. The bodies wore armour as expected, but they appeared to be warrior monks (or knights of a holy order), armed with pentagram amulets (which had masked any other Magick), holy swords and incendiaries. Murphy was merely a prisoner.The Dwarves took the incendiaries, and the holy swords, the latter suspended outside Valkyra's hull.
On the way back, storm clouds appeared ahead of Valkyra. This is not unusual during an afternoon in the rainy season, but the clouds looked particularly threatening, and always ahead, whichever way they turned.Eventually they flew to an open patch of sky around Caer Dduwies, and landed successfully.The gyrocopter was greeted by a detachment of local soldiers, and a woman; Arianrhod. She was a priestess of the Goddess, who appeared friendly to any enemy of the Archonitics (and Dogstars), and bid them welcome. She claimed that she could destroy the holiness of the swords, but that the Dwarves should destroy their physical forms (her people would not work iron or steel). She hinted that these swords were drawing the storms and lightening.The temple of the Goddess lay at the end of a street of shoe shops, and was adorned with an impressive guilded figure of a woman.The ceremony (and forging of the metal) was successful, and the clouds dispersed naturally.Arianrhod claimed that her people could resist the Archonitic God, so long as they could defend their city and temple. This was doubtful, although Caer Dduwies enjoyed natural defences of hills and lakes.
Meanwhile, that night, Halla and Ariane went Troll hunting. They assumed that their had to be some Trolls controlling and observing the Dogstars. Some would be out of reach within the forest(s), but others would lead scouting expeditions, observe propbing attacks, and maybe try to size up their enemies in advance. Some thought should allow them to anticipate and ambush such Trolls. They found no signs that time, however.

31.184.
Valkyra returned to Caer Gwyrdd Bant.

NPC - Pyrvyhn.


Pyrvyhn is a Halfling / Partelven; apparently an athletic young man of medium build, with short, milk-white hair. His grey eyes with slit pupils indicate his Halfling nature. He favours light, unrestrictive clothing; a vest, loose trousers and soft shoes, often dark or camouflaged. For battle, he has elaborate, steel, scale-and-plate from Debar'kaal (similar in style to Shchjejhwanese armour). He has also been known to cut a fine figure in the somewhat decadent styles of the Elven / Halfling aristocracy.Pyrvyhn has never admitted to his age, but he had been an officer, soldier and all-around natural killer on the fringe of Debar'kaal's aristocracy, for as long as anyone cares to remember. During the civil war, he found himself in the Northern Faction, and later joined Eran's attack on Hanijhaar, survived the bugs, and lead most of his men to a naturally defensible ruin on the East of the same forested hills above Hychydig Bant. He signed his own contract with BVAC.Pyrvyhn fights as a Halfling; as an armoured soldier with sword or pike (but no shield) and a guilded crossbow, or as cavalry officer, or using limited Magick, or unarmed. He is also sneaky, cynical, experienced with seige warfare, artillery and insurgency, and is fully aware of the importance of logistics, though not a competent quartermaster himself [he can be classed as (S-Off) Soldier / Horseman, with various equipment, +2 at 18 shooting / casting offensive spells, or as an unarmoured (S-Off) Warrior using hands, feet, small daggers, sticks, etc., +2 at 8 / 18 (his martial art is specialised to overcome swordsmen, who suffer -2 combat factors)]. He was not impressed by Eran's misjudgement, but can work with him. He appears to take care of his own (almost) 30 Human followers, and they appear to be loyal too him.

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI
~~~~~

31.180.

Baron Edar has requested we find more of his scattered army and a call to Caer Gwyrdd Bant returned the information that another such group have indeed been spotted by 'Valkyra' on a ridge top encampment on the far side of the Dog-star forest. I sent Lynild on a mission to reach this location and open a portal to allow the Baron access to his troops.
We spent the rest of the day working on the Fawr Bentref defences and the materials for the Forward Observation Fortress. Alvin, Gunnturun and Rimbault set about loading the three agricultural wagons we have with timber. Barribus and Vanndal are now working full time on making iron caltrops, and I shall have to find a source of ore soon. Vanndal has also set Majorita to work making propellant.

31.181.
Lynild opened a portal to the second group of Baron Edar's troops and I sent Alvin along to observe. The Baron was issued with an integrated war helmet, so we had a good view of the spectacle as he stumbled into a trap. It was fortunate the humans were his own troops else I fear he would have been killed. Alvin was also observed
Which bodes ill for future missions. I fear our young brother was overly preoccupied with the fate of the Baron and not paying attention. I have docked his pay accordingly.
The Baron eventually made contact with his men but unfortunately their immediate commander is a half bred Elf and this individual, named Pyrvyhn, proved to be astute enough to understand that his bargaining position granted him a certain amount of autonomy. Alvin's big mouth didn't help matters either, but in the end a successful contract was negotiated which put these new warriors under my authority as the local BVAC commander. They were transported back to Fawr Bentref via Lynild's teleportal and given food, shelter and succour. They seemed fair enough, though some what scrawny. The half breed may be a problem. If he acts out of line, I'll put him under Halla's authority.

Later in the day Valkyra arrived making her first landing on the new airstrip inside the village. This went without incident. On board were Jobias Sauxmüller, his wife Yrsa and his twin brothers Gunter and Gustav. The Sauxmüllers belong to that class of Blauendallers who were evicted by the Communialists after the initial revolution due to suspicions of being Royalists. I have met several members of this group and found most of them to have been fairly neutral and thus unfairly treated. Victims of the purges we hear so much about. Jobias Sauxmüller is a stout ruddy faced fellow with an imposing demeanour and a big nose. He wears his hair in the common manner. His wife is a short and frail woman with a sharp upturned nose and an unusual habit of repeating her husband's last words, as if for emphasis. She wears the tattoos of a wife, but appears more like a puppeteer. When asked for her own opinion on any given matter she always refers to him, but when he is asked, she always repeats him. It is a strange and some what disturbing performance. Gunter and Gustav Sauxmüller are both solemn faced and taciturn. They seldom speak and seem surprised when ever one addresses them. Alvin says he knows of them, but not their older brother. He describes them as being 'solid and dependable soldiers'. We shall see. They have all enlisted with the BVAC for purely personal reasons and have little loyalty to the Prince or his faction but I suppose this is true for us all in one way or another. Essentially they are like us in that they have no where else to go. They can help restore the natural order to Blauendal or they can go and sit in Black Tor as despised second rate citizens.
I am prepared to treat them as trust worthy for now, but I shall keep an eye on them. At least they brought the two additional mortars Tzanden promised, though they only have one hundred rounds. We shall have to acquire more by some means.

Also on board the gyrocopter were various documents requested by the Baron with regards to politics in the north and the several factions which make up the crusading armies. There was no further information regarding Mauritz Sprunch.

With the Barons additional troops and the Sauxmüllers our force now numbers three mortars and one machine gun, plus sixty seven human soldiers. Having a battery under my authority again brings back such pleasant memories. If only we could find a way to acquire more... I shall have a word with Mordechai and see if there isn't some way to do so by clandestine means.
Alvin's field report.
We arrived on location via the portal and Baron Eran set off up the hill towards the ridge. I held back as I didn't fancy being shot at by paranoid humans and it turned out my instinct was correct for the Baron tripped a falling rock trap and it broke his leg. I wasn't sure what to do next. My inclination was to hold back but I felt I had to offer some form of protection to the Baron. Thus I moved forward to an adjacent position and in hindsight I can see that I made a serious error. Had the people on the ridge been hostile I would have drawn their attention as the only thing moving. It didn't take them long to bring a focus to bear and I became aware of a small bird watching me. Granted I could have shot the bird and destroyed their focus, but the point was made clear enough. They'd had the advantage of attacking first and not done so. I put on a brave face and said 'hello'.
Thankfully, the people on the ridge turned out to be Baron Eran's people and a messy fight was avoided. They seemed somewhat irate at their precarious situation, but their leader, a Halfling officer named Pyrvyhn maintained his cool and sought a bargaining advantage. He did not automatically accept the Baron's authority and he asked a great many questions. I used my finest and most persuasive arguments and made sure his human soldiers heard me tell of the wine, women and wealth to be had in Fawr Bentref. After their ordeal in the lands of giant insects, the human soldiers eagerly accepted our offer of service under the banner of the Blue Valley Artillery Company.
Pyrvyhn expressed an interest in my rifle so I gave him a demonstration and took down a squirrel at six hundred yards. It was a fine shot and made me feel a bit better about getting caught lumbering through the bushes. I may have to give some thought to better camouflage. Maybe Majorita can run me up a ghillie suit.
31.182.
The Forward Observation Fort expedition. Lynild opened a portal and we carted and dragged the timber needed to build a small fort through to the chosen location. Vanndal, Alvin, Rimbault and Gunnturun accompanied some thirty human soldiers to the location and set to work building the palisade. The Sauxmüllers spent the day building a small shack for them selves in a corner of Anni's compound.

31.183.
Yrma Sauxmüller came to see me early this morning with a long list of observations, suggestions and complaints. I appreciate that porridge isn't to every one's liking, and that a healthy body might require some fortitude of a morning, but her suggestion that I feed her husband bacon twice a day is out of the question. He can eat porridge like the rest of us and bacon like the rest of us. I explained to Mistress Sauxmüller that military rationing does not take individual desires into account, that porridge is an excellent fortification against the rigours of the day, that the village is not my personal fief to do with as I please and that the people of the village are not to be taxed into destitution to feed her husband. Yrma Sauxmüller listened to my reasoning with a stolid physiognomy then proceeded to harangue me at some length upon the wickedness of abusing authority and the subsequent dangerous of corruption and vice upon a commanding person. I thanked the good lady for her opinions and dismissed her. For a moment I thought she might refuse a direct command but she nodded, saluted and withdrew. I decided lenience was the best course of action and summoned Majorita to inform her that bacon shall be served for breakfast tomorrow, but there after, porridge will be the common soldiers fare, each and every dawn.

Not long after breakfast Caer Gwyrdd Bant got on the horn and informed us that Valkyra would be ready to have a go at recovering another smaller group of Baron's men, one which the Baron has been in contact with and which is located behind enemy lines. This group was said to be comprised of ten humans, so Valkyra could carry them out, but as it transpired, things weren't as they seemed and the whole thing was a trap. Baron Edar and myself watched via the sensorium (I opened a channel for him so he could identify the men). Things seemed to be okay, but the crew realised the men were thaumaturgically cloaked and killed them all. One of them must have been carrying an infernal device for he exploded into a ball of flame revealing a dastardly plan to destroy Valkyra. There was much celebration in the sensorium and long congratulations for Marrius Odo, gunner on the Valkyra for the first official kill of the campaign. I hear the Prince has already awarded him the traditional Order of Good Conduct Citation and the right to sit by the Prince's right hand side at the Grand Banquet of Divine Advantage Day. I have no doubt Marrius will get a good price for this reward and I will certainly be placing a healthy bid myself.
Baron Edar didn't seem too dismayed at the loss of his men, nor the realisation that Gregorius must obviously know of his return by now. The dead enemy were warrior monks which means the trap was more than just a ploy to destroy Valkyra. Some of the monks were carrying cursed swords and the enemy attempted to get these back by some kind of storming bringing thaumaturgy. The gyrocopter was forced to land in Caer Dduweis where the locals have their own religion and were able to defend Valkyra against the arcane power of the human god. Baron Edar may soon find himself the target of an enemy plot if Gregorius realises the potential for being replaced by a long lost hero, beloved by the human god as the Baron claims to be. I'm not sure about such things, but I believe the term for what may occur is a 'schism of faith'. It may be to our advantage to promote the Baron as a viable alternative to Gregorius, and I shall broach this idea to Izak Stern at the first possible opportunity.
In the mean while, the Baron sat with me asking questions about the marvels of Blauendal engineering and our methods of waging war. I explained the basic principles in terms as simplistic as possible and he seemed to get the general principles. In a moment of generosity, and some what touched by his childish attempts at comprehending our superior knowledge, I made him a gift of a fragmentation stick grenade I had made. He accepted it eagerly, as one might, and listened as I carefully explained how to employ it to maximum advantage. The poor fellow affected to convince me that he had conceived of a method of extending the throwing range of the weapon by means of a stick. I made allowances for his naiveté as he is but a human and probably doesn't appreciate the folly in lecturing to one's elders.

I learned later that at the behest of the local priestess, Ludvik Jagde-Ausenkopf (Co-pilot and navigator of Valkyra) had destroyed the human rune swords in a temple at Caer Dduweis. That is a pity as I am sure they could have been more useful to us intact. The Baron certainly seemed to think so if his excitement upon learning of them was any indication. Ludvik Jagde-Ausenkopf is the second son of Graf Günther Jagde-Ausenkopf, my southern counterpart of old (see Book III. Chapter XII). How good it is to see the old fellow's sons doing so well. It's too bad his heir is not amongst us, for I had hoped that he would bring the weight of his influence to the Prince's banner, but he is utterly loyal to Prince Karl, ignoring all calls for a new monarch so long as the old Prince as yet draws breath.

I noticed Halla was growing restless again. She seems to be a very high strung individual and is in constant need of occupation. Whilst I admire her spirit I am wary of her sudden flights of fancy. She is so obsessed with trolls that I fancy in a momentary lapse of reason, she might attack one of us under the delusion of our being a troll in disguise. I sent out on a long range patrol to occupy her mind, but also because the perimeter needs constant vigilance.

Still no news from Black Tor.

30 October 2008

Fawr Bentref Map.


This represents what the Brothers Rammstein hope to have constructed by the end of the wet season.
As ever, being a Dwarven map, East is at the top. About 400 x 600 m are shown. The ground is fairly flat, mostly small plots of horticulture and pasture, with olive groves, vineyards and more pasture further from the village. The stream (which flows from Hychydig Bant) is fairly small.
Buildings shown with thicker black lines have stone or brick walls (traditionally whitewashed). Thinner lines represent timber, wattle or sod walls.
Orange fill represents terracotta tiles, although there are also flat roofs. Light brown represents thatch, shingles or sod roofs. Green represents new construction. Tents are not shown.
Stone walled buildings with tiled roofs are generally houses. Others are animal houses, barns, warehouses, workshops and/or new construction.

In the words of Moif.
The red line indicates the outer edge of the 'mine field'. There are two area's. The inner area extends to roughly 25 yards and is a high density mix of iron caltrops, punji stick traps and wooden spikes. The outer area is a low density mix of wooden spikes and occaisional punji stick traps. Both have been sprinkled liberally with animal and human manure to camoflage scent and to add hazards for attackers. Only the roads are safe to travel upon. The mine field has been a priority for the brothers and the inner area is especially dangerous. The stream has also been seeded with spikes and caltrops.

The yellow line indicates the tunnel. This has been dug three yards down, then covered with boards, beams and earth to disguise it. It is small and cramped, even for a Dwarf. The entrance is an L shaped killing zone with a firing port for the flame thrower. The tunnel leads 600 yards to the now defunct sausage trap (since we've already captured plenty of samples). The outer exit has been collapsed and concealed, but could be opened from within within 30 minutes digging.

The towers. These are the back bone of Magbus's defence strategy which relies on the mine field acting as a concealed buffer zone to slow down the Dogstar advance long enough to bring the combined mortars, rifles, archery and machine gun fire to bear. The towers provide covering fire for almost all of the outer wall and have a good line of sight in all directions. Each gate tower has a ballista. There are eight towers, numbered from the north road tower clockwise. Each tower is 20 yards tall and has a 10x10 yard base. The ground floor of each is packed with earth and rubble to form a dense block. The road towers are disguised to make them appear as if they are the gates, but in fact they are solid and the gates are concealed in the palisade wall to one side. If there is time, then each tower also has a tiled roof to protect against enemy archers.
Tower 4 has the thaumoptic field sensor on its apex. This tower is facing the direction from which the attack is most likely expected to come from.

The palisade has been strengthened. It is now six metres tall, with a rampart and various earth works along its length to bolster it against battering. These earth works consist of a stone wall and an earthen ramp. They are invisible from the outside.

The red dots are prepared mortar emplacements from whence the brothers have presighted angles of fire. The entire surrounding region has been mapped, gridded and uploaded to the Rammstein sensorium. All three mortars are 3 inch calibre, giving them an effective range of 1,000 yards whilst being highly mobile.
Magbus is hoping for air cover once a concerted assault begins, to that end he has sent the grid reference numbers to BVAC command.

In the centre of the village is the landing strip. It is 200 yards long. Several buildings have been knocked down (and converted to rubble to fill the base of the towers) to make landing and take off easier for 'Valkyra'.

The green houses are temporary wooden accomidation for those people whose farms and buildings have been demolished outside Fawr Bentref. Several of the lesser populated houses in the village have also been ordered to put up people from the surrounding countryside. Tents will be erected in the village for when the time comes to take care of any wounded.

The command post. Magbus will be stationed in the central compound from where he will be monitering and coordinating the attack via the sensorium. Should this break down for some unforeseen reason, he will move to Tower 1.

15 October 2008

Write-up (3) - 31.169 - 179.

31.169 (and subsequently).
Eran continued to fortify the core of the village of Hychydig Bant. He mounted an expedition to fetch straight timber from a couple of km up stream. There were woodcutters, guards and scouts. Slender logs were floated downstream, with a little help, but he needed enough for about 150 m of palisade. This would require several expeditions. 
Several buildings were demolished, and, as a consequence, several villages left quietly. 
The peasants attended to their fields, and allowed their animals to graze by day. At night, as they could no longer be protected, they returned to the village.
There were patrols by day, and watchers by night, but for much of the time Eran scouted alone.

31.171. 
Halla and Darkfyre sought to capture a pregnant female Dogstar. They found one; alone, obviously heavily pregnant, with a head (and feet) of a bird of prey. The ambush was not completely successful, as Darkfyre shot it in the neck, and Halla delivered a fatal blow as well. As soon as she died, 10 unborn young began to claw their way out of her belly. Halla and Darkfyre managed to capture all of these, and, together with the dead mother, they were teleported to Fawr Bentref.
The spawn devoured their dead mother over several days, growing considerably.
Later, in Caer Gwyrdd Bant, 5 of the spawn were fed well, the others were denied food. Eventually the starving ones turned upon one another. The others began to grow with frightening rapidity.

31.175-177.
Dogstar beastmen raided Hychydig Bant by night, stampeding some livestock, and (presumably) capturing and eating them. 
Over the next few nights, Eran (and Rimbault, via his spider drone) tried to intercept subsequent raids, but the beastmen had approached from downwind and smelt the Human soldiers. They did not attack, although they left a rather nasty deadfall (presumably to kill, or break the legs of an animal well outside the village).

31.177.
Halla wanted to drink herself silly. She wrestled, then, on a bet, sought to steal wine from the village by night. Technically she succeeded, but she was spotted, and Eran tracked her back to Camp Sausage.
Eran was subsequently drawn into BVAC employment, and Hychydig Bant was evacuated over the next few days.

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI

~~~~~


31.169.
Six strangers arrived at Fawr Bentref today; camp followers who having learned of our presence here trekked south from Caer Gwyrdd Bant, no doubt seeking a chance to scrounge. Two of them are Gnomes and the others are non-combatant Dwarves. I met them at the gate and told them the village is now a military holding but they refused to leave. I can hardly allow my own people to beg at the door, but I had Barribus check them for any thaumaturgical gadgets before we let them in as I don't want them gabbing to any one back in Caer Gwyrdd Bant about the bounty of resources currently enjoyed here. If only we had a thaumaturgical interference broadcaster! The moment the news gets out about the resources here, this position will be compromised. We have abundant supplies now, but they must be hoarded. I told them they must work for their shelter here and gave them a spot by the southern gate. I sense they are trouble, especially the two lawyers. They both had a shifty look about them, far in excess of what one might expect from prospecting Gnomes. I have told Mordechai to keep a strict eye on them. I have also banned all of them from the central compound.

Alvin's field report.
The Humans are busy fortifying their village. As far as we can see, they are all going to be eaten. Isn't there some way we can save them? It seems a shame to waste so many potential labourers and so much food. They have livestock, wine and the village could be used for building materials to strengthen the Fawr Bentref defences. Baron Eran of Sulayfjord is trying to arrange patrols but his resources are pathetic. They have no guns and their attempts at making heavy weapons are doomed to failure. They have no engineers worth talking about and precious little metal to work with. They're in so dire a predicament that the Baron patrols alone. I sent Rimbault out to keep a closer eye on the village with the photogrammic kamera and get a few detailed images for the brass. Unfortunately this means Rimbault is not at the main observation camp so he cannot send back written reports.
Rimbault's field report, transmitted via the sensorium.
How long do we have to stay out here? 
I can see the Baron now. He's about eleven hundred paces away, further down the slope. He can't see me as I'm well camouflaged. 
31.171.
Vanndal has drawn up plans for additional firing points along the walls. Currently the village palisade is roughly circular and we feel a square shape will be better. Consequently Vanndal proposes extending the gate houses outward, to make the village better suited for converging fields of fire. I'm hoping we can persuade Tzanden to give us one, possibly three extra machine guns, with ammunition of course. I approved Vanndal's plan and we set about delegating some of the older Human children to helping the old Humans digging. I find the Humans in this village are slow workers and we may need to find more labourers. Some of the surrounding farms have accepted our protection and moved their resources into the village, but we are still desperately in need of more hands.
Barribus proposes making more ammunition for the machine gun. He has the tools at hand and some of the villagers have donated brass which can be melted down to make cartridges. I gave the order to begin converting alcohol into ammunition fuel. We are short of lead, but have iron.
 
Tzanden called again and asked if we could provide more examples of the Troll weapons, which I replied yes, and sent the order up to Alvin.
Later in the day, the team out at Hychydig Bant sent back a dead pregnant female and her off spring. Apparently these had clawed their way from her womb as soon as she died. We threw the lot into the main holding pit and watched as they immediately began to devour their mothers corpse.

Alvin's field report.
If we are so desperate for more labourers, why don't we liberate Hychydig Bant?
The day has passed slowly. I've given up on a well as I doubt we will be here long enough to use it. Rimbault popped up out of the ground earlier today, and I have a few photogramme's for immediate broadcast. I'll send them once I've finished this report. Rimbault said it was important for him to get back to his forward observation post so he didn’t have time to write a field report today. 
Halla and Darkfyre went out and bagged a pregnant female Dogstar, but it died. They dragged it back to Fwar Bentref via Lynild's portal so I didn't get to see it. 
We are still good for food, but all the fresh stuff and nearly all the booze is gone.
Much to my annoyance I noticed one of the lawyers from Caer Gwyrdd Bant sniffing about Anni's house, and I shouted for Barribus but he was too slow and the lawyer took to his heels. I went to see Anni to make sure she hadn’t been talking to the fellow and she told me he was asking questions about us and whether or not she had given her permission for us to take over her village. I reminded her that she had no actual choice in the matter, but had willingly signed a contract handing over all authority to me. She seemed to understand this well enough and I assured her of our good intentions. 
Barribus failed to find either of the two lawyers, but none of the gate guards report having seen them leave the village. I curse these miserable wretches and my own ill fortune. As if the enemy was not enough, now we have an infestation of lawyers in the village! They are worse than rats and I shall give orders for their immediate arrest. I'm hoping we can find a way to have them executed as illegal traders in black market commodities since I never yet met a lawyer who didn't have long fingers.
The other camp followers professed utter ignorance about the matter but I noted one of them had ink on her fingers. I had Vanndal and the Human militia turn their abode upside down looking for it and sure enough several quills and a roll of parchment were duly found and confiscated. I question the woman with inky fingers (an aging Keplan) as to where the document she had been writing was but she effected to profess the ink was blackberry juice. I had her searched and sure enough Barribus found a finely written document in her under garments. I examined the writing carefully using the art of evasive reading which was fortunate for the first paragraph was a thaumaturgical legal trap. The rest was a letter to a ‘Mister V’, and detailed a legal trial regarding an illegal abortion for which the female before us was charged with. At first I was convinced but then prudence tickled me and I took the letter back to Mordechai for dissection. Sure enough the letter is a cipher. 
I had the woman arrested forthwith and placed in a holding cell. This is annoying as we only have three such cells and they were dug with the express intention of taking Dogstar prisoners. I told Gretchen to feed the old woman and put the matter aside.

31.172.
More Humans arrived at the gates with cattle, goats and chickens. We still have room for more, but we will have to start building additional buildings if any many more come. No sign of the lawyers.
Alvin's field report.
Gunnturun and I are working on a plan which might bring us more resources. I know the General told us to watch how these Humans get defeated so that we might learn about the beast people, but I think we are wasting a lot of precious resources in doing that. Will you give us your command to go ahead with an attempt to salvage as much as we can? 
31.173.
I found my porridge to be tepid again this morning and went to ask Gretchen as to the reason why. Strangely she was not at her post and I found her at the holding cell, conversing with the prisoner. When I remonstrated with her, she claimed that she was moved by pity for an old woman, to which I replied that as an old man, and her employer, which is far more pertinent to her priorities, my comfort and well being are much more important to her. She as demure and apologised profusely, but as I left I heard the crone in the pit cackling to herself. My instincts tell me something is amiss but as yet I am not sure what. 

Hells teeth! No sooner had I written the above before Caer Gwyrdd Bant called. It seems more lawyers have arrived there too. Three Gnomes from Black Tor have been noted by Command, snooping around and asking questions about me, Alvin and Gunnturun. I smell a legal attack on the family.

Mordechai says he is fairly certain the cypher is a Black Tor commercial code. I think we have been spied upon. I went to see the old woman in the pit but she was adamant the letter was none of my business. I am thinking of having her executed as a spy, but I think the legal position might be tricky if she is an agent of some kind. The real question is who has sent these people? 

31.174.
I expelled the crone and her companions from the village. It sets a bad example, but I am convinced they are in league with Gunnturun's brother. Mordechai and I agree that Old Sprunch is probably angling to get recompense for Gunnturun's shame. If he can prove that Alvin has corrupted her outside of legal wedlock, then he has a solid case. I knew this would happen. I tried to warn them, but they wouldn't listen. I cannot have the family put in a bad light, not when Ezebria's daughter is a candidate for marriage to the Prince. The consequences of a scandal do not bear thinking about! I have asked Mordechai to draw up a legally binding document to prove that Alvin has not molested Gunnturun. I pray to my ancestors that he has not been foolish enough to force himself upon her!
Alvin's field report.
Nothing much to report from the village. The Humans continue to build up their defences.
31.175.
It is as I feared. I sent the document to Alvin this morning and he could not sign it, the fool thinks of nothing but love. I am at a loss for words. I never... 

I blame myself. Its all my fault for being so soft and lenient, I should never have let Gunnturun join us. She doesn't belong with us; she belongs in her destitute brother's house until the marriage is approved. I have to think about this long and hard. Now is not the time for recriminations and dark thoughts. That shall come later. First I must rally myself and strike back at Mauritz Sprunch before it's too late, though I fear it already is. If Sprunch has his agents this close then he has almost certainly filed a court action against me.
Alvin's field report.
Still nothing much happening here. 
I'm sorry Magbus, but all I did was kiss her!
31.176.
Vanndal captured one of the Gnomes today and sure enough, the skulking villain immediately produced a legal document. Vanndal however is a well trained soldier with decades of experience and was able to defend himself by shooting the lawyer dead before he had managed to read more than a few words. We isolated the corpse and Mordechai examined the document from a safe distance. Sure enough it was a real stinker and Vanndal was lucky to have acted so swiftly. We destroyed it with a discreet, controlled explosion then buried the body outside the village. 

31.177.
Barribus urgently woke me up very early this morning. It seems the remaining Gnome has been busy for during the night he hung up several legal summons about the village where they might easily be read by innocent bystanders. Barribus and Mordechai scoured the streets and torched them all, but there is always the risk that one has been missed. After I'd eaten some porridge to set me up, and I am happy to say that it was well done, I gathered the village elders in the central compound and told them to be on the look out for anything unusual; bits of paper suddenly tacked to a wall should be avoided at all costs. 

Alvin did very well. The Baron accepted him as a trustworthy Dwarf and allowed himself to be taken prisoner in name only, though in point of fact Alvin had no intention of taking him prisoner. Our plan was simple enough. Our orders were to watch the Humans in Hychydig Bant get slaughtered and the only way to get around this was to negate Baron Edar's intransigence. Giving him a perceived advantage in having discovered our camp allowed us to do this, and best of all, if Tzanden or the Prince complained that we had violated our orders, we could place the blame on the Human woman and the Elf. I wish all my plans were as easy as this!

Tzanden agreed to the 48 hour period of grace I suggested and this allows us to pull out all the resources we think we can use. After that Baron Edar will negotiate a formal treaty of alliance, but by the time we will already have what we need, though to be sure, his cavalry unit will be useful to patrol the area surrounding Fwar Bentref. Personally, I didn't think he’d go for it, but Humans are like children and he signed the 48 hour contract willingly. On the other hand, he had little move to move and this was probably his only hope of survival. The only sticking point was his quaint notion of honour, and we got passed this easily enough by pretending he had an advantage.
Alvin's field report.
Rimbault reports that Baron Eran discovered a somewhat sophisticated trap today. The beast people had rigged a small avalanche to fall on the victim. Pretty neat. The Baron tripped it and waited about for the enemy to come and take a look, but the beasts sent a small scout and this one tracked the Humans from 600 paces down wind. Rimbault followed it with his drone but lost it when it passed into the forest. The Humans never even discovered it.
The Humans eventually returned to their village.

Halla has been growing steadily restless at the observation post and tonight things started to get unusual when she began to challenge everyone to an arm wrestle. Gunnturun says Halla is deceptively strong, more so than a Human might ordinarily be. She thinks Halla might not actually be Human, but she can't be sure. I can well believe it. 
The Elf, Darkfyre was foolish enough to accept the challenge, but only on the condition that Halla was nude and smothered in oil (he didn't explain why but I think we can guess that it was because he hoped this would put Halla off. It didn't however and the Human woman removed all her clothes and engaged Darkfyre in a wrestle, which she won quite easily). Naturally I filmed the entire event and will upload it to my pay-to-view account on V-Tibe at the first possible opportunity. 

Not long after this, Halla grew restless again and demanded a drink. Upon learning we were out of alcohol (she has drunk the lot) Gunnturun wagered Halla 3 silver pieces that she could not steal some wine from the Humans in the valley within one hour. Halla accepted and together with Darkfyre set off into the darkness. We followed them via telescope as far as possible but eventually we lost track of them and I told Rimbault to take over with his drone. Hovering a hundred or so yards above the village, he watched as Halla and Darkfyre entered the village. 
Rimbault followed the plan wonderfully and tried to cast an ambiguous spell against the Baron. This alerted the Human lord but told him nothing. Naturally he was alerted. Alas, Rimbault was some what intoxicated and fired another spell at one of the other Humans, turning her invisible. She didn’t know she was invisible and neither did any of the others. I told Rimbault off, but around this time he became aware of a presence nearby, and submerged himself into the ground. It was probably a beast child for his food scraps were gone when he peeked out again a short while later.

In the mean time Baron Edar had discovered Darkfyre, who attempted to divert the Human's angry suspicion by a show of nonchalance. I had hoped Baron Edar would follow Halla's trail but now he did one better and spoke to Dark Fyre. This made him aware of our presence and sure enough he came to find us, alone as usual. Rimbault had fallen into paroxysms of laughter, so I cut him out of the command channel and left him to his own devices. I challenged Baron Edar as he approached our camp and then let him in. 

I'm sorry but I had to give him a pretext to trusting me, so I presented you as a grumpy old fart that would baulk at any unorthodoxy. He accepted this line of argument easily enough and shortly there after, I open the communications channel to you.
31.178.
The day was spent with moving the Humans, live stock, food supplies and as much building material as they could carry from Hychydig Bant via Lynild's teleportal. I really must invest in one of these portal devices at some point. They are very useful indeed!

I took Alvin and Gunnturun to one side and gave them a severe rebuke for their immoral behaviour. They were suitably demure but at one point I saw them exchange a humorous look and I took them to task. Alvin denied it of course but Gunnturun's face was deceptively immobile. I sent them away for they are impossible to reason with. We shall see how much they laugh when Mauritz Sprunch has his way!

Towards the evening Tzanden and Melodia Stahlenburg arrived in the gyrocopter along with a couple of lawyers to sell the idea of alliance to Baron Edar. I knew something was up as soon as Tzanden stepped out of the vehicle, and sure enough he took me to one side and gave me a prerogative writ issued by the Lord High Justice of Blauendal, the Right Honourable Klaas Humburg from the high court of Black Tor. Effectively I must appear in person, before the presence of the Lord High Justice within seven days time or the court will hear the case without my affidavit. There is no chance of my making it to Black Tor within seven days unless the Prince lends me his gyrocopter or Lynild opens a teleportal to Shchjejwhan, but even then I shall be at a horrendous disadvantage. I asked Tzanden what the Prince thought of the matter but was disheartened to learn that the Prince takes a neutral position with regards to the Lord High Justice.

Baron Edar signed the contract Tzanden had brought with him, which was to be expected. I ordered the women to make a feast to commemorate the occasion but I spent most of my time with Mordechai to see if he could find a solution to the problem of Mauritz Sprunch. Mordechai had, but it didn’t bear thinking about.

I also cornered Tzanden and nudged him to give us more heavy weapons. I had hoped for three machine guns, but two mortars were all he could spare. Vanndal assures me, Mortars will be adequate, providing the walls are strong and high enough to resist the beasts. We shall see what kind of artillery they can bring to bear. The Trolls (curse them) will not have let these troops loose unless they were able to bring all their resources to bear. I have told Barribus to look into building more conventional artillery if there is time. Some extra ballistae wouldn’t go amiss and I understand Baron Edar has an engineer of some kind too, though the fellow is only a Human I’m sure we will be able to find a use for him.

Melodia Stahlenburg helped us track down the missing lawyer. She brought a secret thaumaturgical device with her (something of her own manufacture) which located the lawyer in a corner of Anni's attic. The cunning devil had found a place where he had access to ample food and an observation post into the central compound. He was quietly removed with a small gas grenade whilst the village was preoccupied with celebrating the liberation of Hychydig Bant. 

31.179.
Valkyra flew north taking with it the contract signed by Baron Edar of Sulayfjord, Marian Stern and the rogue lawyer who will be interrogated by the Stern gang and then dealt with by Tzanden. In the meanwhile, the war continues and my understanding is the Baron is now a hired asset of the Blue Valley Artillery Company and currently under my authority. He will no doubt be very useful. 

The evacuation of building materials continued through the day until finally Hychydig Bant was extensively booby trapped and evacuated. It is going to be interesting to see how long it takes before the beasts reach us here. Tzanden has asked me to create some kind of substitute fortification, which can be observed during an attack by the beast people and I think we will make a small fortress somewhere between here and Hychydig Bant. By rights it should be defended too and I shall look into the matter.

09 October 2008

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI
~~~~~


31.164.

Alvins field report.
We chose a good high spot over-looking the valley, but not too close to the village of Hychydig Bant. I set about digging our central camp fortification, whilst Gunnturun set traps. Rimbault and Miss Stern planned our thaumaturgical defences.
I chose a square central entrenchment with a sunken fire pit and multiple concealed annexes. There wasn’t really time to make a really good fortification, and the ground was very hard and rocky, so I kept to the bare essentials. I made sleeping chambers for myself and Gunnturun, Rimbault, Miss Stern and Halla. We decided the Elf being an Elf didn’t need to have his own sleeping area, and nor did his Volk.
Gunnturun set about making meat pies and sausages and we ate well. Rimbault seemed in a good mood and only slightly intoxicated. Around midday, just as I was adding the disguised perimeter firing wall, he announced a kill (at last). He then spent the next hour chortling to himself and muttering about the black art of misleading the enemy. I didn't pay much attention. As the day progressed Gunnturun helped me strengthen the covered firing positions. Tomorrow I may start a well.
Rimbault's field report.
We set camp and the bald Elf and the crazy human bitch went off to scout the forest. I sent the drone to follow them but found myself alone. After a while I found some charcoal burning going on and took a look. Some of the Troll hybrid creatures were there and one of them had more tits than a Shchjejwhan brothel (and I should know! Ha ha) It was some kind of disgusting remade cow, but I managed to capture enough footage of it to trade some more moonbeam from that pervert Valenhof. There was some other creatures too and I hooked Marian Stern into my sensorium, for a look see. I used a death spell to kill one of them and the then taunted the others. They weren’t very impressive, for all their size. Stupid and easily manipulated, I reckon we can get rid of them easily enough if we don't let them get close enough. They’re strong and make good rabble troops. After a while I pulled back so as not to risk damaging the drone.

31.165.
Baron Adar of Sulayfjord returned again today. He approached the village and requested an alliance. I considered the matter carefully, but as yet I can see no profit in the matter. It is still better to use him and his troops as a buffer. Thus, after informing Caer Gwydd Bant (a pox on these ridiculous local names) I sent him on his way. Vanndal tried to follow him with his drone, but the inferior device ran stopped working after a meager 100 yards. I have repeatedly told Rimbault to build more of these contraptions but his laxity means we are reduced in fighting ability. I sent a message to the outpost and ordered him to set a trap for Baron Adar, but apparently he couldn't even do this. Frankly I despair of the boy, and I am thankful our blessed and dearly respected Mother never lived long enough to see what a degenerate her young son has become. At least he actually bothered to send in a field report yesterday, but today’s is a disgrace! In fact today was a miserable day. My breakfast porridge was burned and although I informed Majorita, she didn’t seem to take the matter seriously.
Rimbault had ample warning of Baron Adar's approach but it seems the Baron has some kind of enhanced perception for he sensed the attack and Rimbault abandoned it. I shall add Rimbault's own description of the event, though frankly it’s a useless addition to our records.

Rimbault's field report.
Why do I have to send you this as if I’m writing a bloody letter? It’s not as if I don't have better things to do with my time?
What?
I don’t care what Alvin does. That's his problem not mine I...
Oh okay, there’s no need to get vindictive. I'll send you your bloody report; just you leave my supplies alone.
I set up the ambush as you demanded, but the human seemed to know the drone was there, even though he couldn't see it. His god must have warned him or something, I don't know. He charged towards the tree where I'd perched the drone but he didn't seem to know exactly where it was. He came closer to get a better look but I hid inside the tree. After that he scarpered back to this village which his troops have been busily fortifying. Later in the day we sat about the camp fire and watched the human woman get drunk. Alas, she didn't provide any entertainment this night. Too bad.
31.166.
Caer Gwydd Bant sent a report regarding their initial examination of the Dogstar creature I captured. It seems they are even more dangerous than initially understood. They grow fast and can multiply at a horrendous rate. A request was put forwards for more samples, preferably of young. I assured Tzandsen that we would provide such a creature shortly.

Alvin's field report.
I spent most of the day fortifying the bunker. Gunnturun and Halla squabbled over the fire and Halla seems to have some plan involving burned clay. I didn't have time to ask about it as I was occupied with the drains. Around mid evening Rimbault informed me, to help him with some surveying, so we spent the next few hours in the Sensorium examining the surrounding countryside. I compiled notes, but they are too comprehensive to broadcast and I shall bring them back to you when we return. My immediate assessment is, the beastmen will be able to make iron weapons and armour, I just can't say how much as yet.
By the way, Rimbault says he doesn't have to time to send in a field report today as he is feeling unwell.
31.167.
Today's news is encouraging. The outpost managed to capture samples of Dogstar offspring, and a live (and hungry) sample was sent back to me via Dark Fyre's teleportal. The beast was large and weighed as much as a medium sized human ten year old child and yet Alvin assures me it is but fourteen days old. I arranged for immediate transportation back to Caer Gwydd Bant. Luckily Valkyra was in the immediate vicinity as Rimbault had called her up for fire support.

Rimbault's field report.
I sent my drone to follow Dark Fyre and Halla and watched them capture two hybrid children. One looked like a squirrel and the other was goat-like. I took no part in the capture, but recorded the event. Marian Stern was hooked into my Sensorium also, but she didn't remain long. After the creatures had been captured (the snares failed so the capture had to be done in the good old fashioned way) I made my way down into the earth for some more scouting and surveying. Alvin joined me for a short while, but he said he had to get back to his lower chamber, which I understand will be a hiding place in case we get overrun.
Moving through the forest, I became aware of a lot of beast people and eventually I reached a place where forty or so of the creatures had congregated to make iron implements. I recorded the sight and called in a bombing. I shall send the footage back to you as soon as possible. It makes for interesting viewing. I've never seen a cow working at an anvil before. Some one in Krug Reinar has a twisted sense of humour!
Dark Fyre and Halla brought their captives back to the camp and Marian Stern interrogated one of them. The other one had died, conveniently for Halla who was obsessed with its tail. (You should see the look on her face as she strokes it. I recorded it because it was so funny. She's as mad as a Gnome who's lost a decimal point).
The surviving goat child was injected with a truth serum and questioned. It claimed to be two weeks old, and yet was already a born killer, able to live of the land and with a preconceived understanding of what dwarves were. I was all for killing it forthwith, but it was sent back for extensive examination, and I assume, disassembly. The damn thing ate most of the left over sausages!

Write-up (2) - 31.163 - 167.

Eran Edar.

31.163.

Even as Darkfyre and the Dwarves captured the Beastman, and Halla took Ariane, Eran continued to follow the trail. When he caught up, he discovered where the Beastmen had been ambushed and one had been removed. He also saw that they had dropped their loot and increased their pace. Eran is superbly fit, and could run all afternoon, but so were the Beastmen, and it became apparent that he could never run them down. He could blunder into their main camp in darkness, however, which seemed sufficient reason to return to Hychydig Bant.

Ariane had not returned. 

31.164.
Eran decided to build some serious defences for Hychydig Bant. These would be in several layers, with Dewey's buildings within the stronghold.
He would build (or get the peasants to build) rope-pull Catapults of the swivel / pole variety [these can shoot various objects in any direction, with an effective range of 200 m].
He would build earthworks and palisades. Both of these require straight timber from several km away, rather than readily available orchard and olive trees, or even the scrub used for firewood.
They would melt down several of the captured mail shirts, and convert the iron into Caltrops. Hychydig Bant had no iron to speak of, and only a few bronze tools.
Lopez was in charge of this, and muttered something about an indefensible village in a valley. The project would take weeks or months.

Eran scouted around, and followed Ariane's trail. She appeared to have mounted up with a horseman (a fine horse, and neither local nor Faerie) at her own free will. On the other hand, her not reporting back implied duresss.

31.165.
Eran rode to Fawr Bentref to negotiate with the Dwarves. This was not a success. They required him to submit to BVAC authority at Caer Gwyrdd Bant. This would have taken him away from Hychydig Bant for more than one day, so Eran refused. Neither would he surrender his weapons, nor sign a contract that had been prepared. On the other hand, the Dwarves demand adherence to protocol, but they preferred Eran alive, initially as a study, eventually as someone who could prove valuable.
Magbus asked Eran how many guns he had. 
The Dwarves allowed Eran to depart, and he returned to Hychydig Bant. Rimbault attempted to ambush him with his mechanical spider, but Eran was alert, and Rimbault did not spring his trap.

Eran faces a number of problems. As Dee explained, the peasants must work their fields. Their animals must graze. They know, that if they do not, they, and their families, will eventually starve. 
In addition, there are resources, such as straight timber, which can only be obtained away from the village.
Defending the village is not enough.

The Others.

31.164.
Alvin, Gunnturun and Rimbault, Marion Stern, Darkfyre and Halla set up a concealed and defensible camp; the Sausage Base, approximately half way between the 613 m peak and Hychydig Bant. This is a good, though not perfect position; Hychydig Bant itself is largely concealed, but most approaches and the surrounding hills are in plain view.

Darkfyre and Halla explored the woods between the 613 m and 651 m peaks. They became aware that a large proportion of the local wildlife; foxes, badgers, hunting cats, etc. had been replaced by Dogstar spawn. Some, at least, used tools to hunt (a mysterious stick associated with the remains of a bird). 

Rimbault, his mind and senses riding within his mechanical spider, explored slightly further afield. He discovered:
Smoldering heaps that appeared to be ramshackle but effective charcoal burning.
An iron foundry, converting bog iron into armour, weapons, and various other crude but functional objects.
A Beastman with Bull-like features, 2 cow-things (both pregnant, and with about a dozen nipples each), and a more conventional leopard-thing. A death spell slew the leopard (suggesting that, though tough, Dogstar troopers are not invulnerable to Magick. This was a relief). The bull-thing was easily goaded, and their crude missile weapons were unsuccessful, though enough to force the spider to retreat.
Valkyra dropped a mixture of rocks and incendiaries on the foundry. This caused the Dogstars to take cover, and damaged and destroyed some buildings; disruption, rather than destruction.

31.166.
Valkyra observed that the small walled town about 4 leagues East of Caer Addoer had fallen to Gregorius' followers. There was also a huge pontoon bridge apparently under construction.

31.167.
Darkfyre and Halla went hunting Dogstar spawn. Normal snares proved ineffective, as the spawn was naturally cautious and alert, but also intelligent. Ambush worked, and Darkfyre subdued a couple of specimens using narcotic darts. One resembled a 20 kg squirrel. It ran up a tree, but expired from the overdose (narcotic had been sufficient for a man-sized target). The other was goatlike, and survived. Halla kept the skin and tail of the squirrel-thing. Darkfyre took symbolic and mental samples. 

Some of the spawn appeared to have a higher proportion of animal than humanoid. The sample is very small, though.
Communication can be established with a speak-with-animals spell. Their beast-language incorporates a lot of posture and ear twitching, as well as vocalisations, but it is primarily a battle language, apparently designed for rapid and unambiguous communication during combat. They also speak a variant of Mareish.
The goat-thing claimed to be mere weeks old. It was voracious (it wanted to assume the name/title of; devourer of sausages), aggressive, and with a fine array of inherent competences.
It was taken to Caer Gwyrdd Bant.

An initial BVAC assessment of the Dogstars is that they have a lot of effective, inbuilt behaviour, but that individuals are flexible (perhaps not as bright as a Human, and certainly not a Dwarf, but with considerably more than animal intelligence).
Weapons are crude but effective. Armour is well designed but crudely executed. Overall it is about as effective as... a steel hauberk, but heavier and easier to manufacture.
Reproductive capacity appears many times that of any civilised being, and many larger animals; each female can produce a large litter at least once a year. There are more males than females, but there are hints of reproductive specialists. It is not known how long they take to mature; anything from one to several years.

31.168.
The pontoon bridge near Caer Addoer had been attacked and burned by night. This may have been the work of a local resistance movement, mercenaries, or possibly unknown allies (such as Lye).

20 September 2008

The Antagonists - Sheoi and the Dogstar Troopers.

True Trollish society is dominated by two social forces; clans and Igra. Clan structure unites adults to some extent, whereas Igra puts them in competition. 
They also have some cooperative institutions, the greatest achievement being the Dark Legion.

Clan Sheoi is the paramount clan; the equivalent of a royal family, or perhaps one of several powerful aristocratic families whose head currently has the crown. Their clan seat is a cluster of 12 enormous SHAPED stone structures in the form of giant mushrooms, at the heart of Krug Reiner. Krug Reiner is a ring of rugged mountains, Southwest of Shchjejhwan, reaching to 8 500 m. The lowest passes are are at an altitude of 4 000 m (although there are tunnels). The bowl of the Krug is always overcast, preventing lethal sunlight from ever reaching the lands within (the caps of the mushrooms also serve this function). 


Because of their inability to function in sunlight, True Trolls need agents or tools to project force into most of the world. Clan Sheoi commands the Dark Legion, but on behalf of all Trolls
Clan Lye is almost as powerful, and saw fit to create military constructs called Haladniye. Lye commands these for their own benefit, which allowed them to focus more military muscle than Sheoi.
Sheoi countered with their own artificial beings; first Ettins, later Dogstar Troopers. Although some marques were very powerful, Ettins were never produced in large numbers, and they remained a curiosity rather than an effective military arm.

Due to the constraints of Igra, the whole Dogstar project is probably the initiative of a single Sheoi clan member. He / she may have attracted helpers, but there will be inevitable rivals even within the clan itself. Igra allows, encourages, such rivals to probe for weaknesses in the whole concept. A degree of subversion or sabotage is permitted, but only to demonstrate that the Dogstar initiative is not as robust as whatever the rival is promoting. Activity that weakens the clan, or reduces its total options is not permitted; indeed it is grounds for exile or death. The perpetrator has to be caught / exposed of course.

From the small sample of Dogstar constructs that the PCs have had contact with, they can see that the Beastmen are far from uniform. This implies that either the design is far from complete, or that they have some inbuilt mutability.
By contrast, most Haladniye fall into a handful of classes, within which individuals are pretty much identical.

The design philosophy appears similar, though: Create moderately effective humanoid combat units that combine the strengths of several animals. They can function in sunlight. They reproduce, fast, in the field. They have a repertoire of such useful skills as (at least) basic military cooperation, stealth and possibly the ability to make their own armour and weapons from, perhaps, basic raw materials.



Technology to combine different types of animal into something that can breed true is not utterly unknown; called a Sanguinary Assembler. Known products include Chimeras, Centaurs and Ettins. There are probably many more. The nature of the Sanguinary Assembler is a closely guarded secret; a device, method, organism, Magick, or some combination.

There is also the matter of control. 
Lye Haladniye are apparently always obedient, and have never been subverted. They are very well established, though, and are animated from Krug Marius; the Lye heartland. 
By contrast, Sheoi crafted Ettins have been known to disobey and go feral, occasionally causing considerable mayhem. This may have been due to inherent flaws; possibly due to Sheoi inexperience, but very likely due to a misapplication of Igra. 
The PCs know nothing about the Dogstar command protocols, except that they probably exist. No sane designer would not have omitted some way of, at very least, point a Dogstar army in the right direction. Sheoi will certainly have tried to improve their techniques. The same saboteurs are probably still alive, but of course they may be backing the Dogstar project themselves, or they may have been chastised.
It is not known if Dogstars are, en masse, self limiting. They might turn upon one another if they start running low on food.

17 September 2008

Dwarven Map of the 4 Cities.


Dwarven Map of the 4 Cities of Caer Addoer, Caer Dduwies, Caer Coed, Caer Gwrydd Bant, and the Lands Between. Click to enlarge.
The map shows an area of about 300 x 200 km. This being a Dwarven map, East is at the top. Positions of cities, peaks and rivers are fairly accurate.
Major walled cities (with a population of ~ 5 000, or more) are represented, considerably over scale, by large orange blobs. Minor / tributary walled cities (population ~ 1 000) are represented by medium sized orange circles. Large villages (population ~ 200 - 500) are represented by small orange circles. Most of the population lives in smaller villages and isolated farms, that are not shown. 
Spot heights, including peaks, are indicated in metres over nominal sea level.
Distances from the BVAC headquarters at Caer Gwyrdd Bant are in Leagues [1 league : 5 km : ~ 6 600 paces].
Ground cover is rather imprecise: Yellow represents marshland. Dark green represents forest. Olive brown represents hilly terrain. The rest is grassland or mixed.
Some, relatively well used (or known) roads are marked by rows of dots.

16 September 2008

Hychydig Bant.

Hychidig Bant is a small village about 15 km upstream (Northeast) of Fawr Bentref, and lying about 5 km Southeast of the forested hills East of Caer Gwyrdd Bant.
It is a small settlement of less than 50 inhabitants, lying about a stream in a small valley. The stream bed is about 3 m wide, the stream being a mere trickle in the dry season, but still possible to ford, in most places, in the wet season. The smaller streams that feed it are mere ditches or gullies, that can dry up altogether.
The valley floor is flat in places, usually about 50 m wide, but upto 100 m across at the village [for Skirmish, most of this is Good Going during the dry season, but may be Rough after heavy rain or when cultivated]. The sides are fairly rough and steep, with a gradient approaching 1 : 3 [at best Rough, with +1 combat factors in close combat uphill]. Around the village, stones have been carried to the edge of the fields, to form drystone walls [Difficult] that (roughly) follow contours. This has created a slightly terraced effect.
Most of the valley floor is used for pasture or horticulture. Most of the hills near the village are vineyards, olive groves or other orchards [Rough for Skirmish, though Difficult for mass combat]. More distant hills are rough pasture, firewood or hunting lands.

Diagram of Hychydig Bant. Click to enlarge.
The diagram shows an area of about 300 m x 200 m, about the main part of the village [this is somewhere between 80 x 120 and 110 x 165 inches on Skirmish scale].
It being a Dwarven map, East is at the top.
Spot heights are shown in m over nominal sea level.
Major paths / cart tracks are indicated by narrow dotted black lines.
Streams are indicated by solid black lines.
Drystone walls are indicated by rows of black blotches.
Major buildings are indicated by terracotta rectangles. These have stone walls and tiled roofing. There are, in addition, minor buildings of timber and thatch.
Predominant ground cover is indicated by colour; pasture / horticulture, vineyards, olive groves and rocky / steep areas.
Downstream, the cart track becomes a typical local road; passable for carts in the dry season, possibly rutted, potholed and muddy after heavy rain, and not surveyed for traction engines. The stream has cut several small gorges further upstream, and the path gradually peters out.
Local hills rise a little over 500 m over sea level. Further Northeast there are more and larger trees, though many of the hilltops are stony and bald. Parts of the forest have been burned with incendiaries dropped from Valkyra.

The most important men of Hychydig Bant are Caradoc and Dewey.

15 September 2008

NPC - Winnifred.


Winnifred is a pale and podgy girl with dark greasy hair, and dark eyes. She is also sullen and lazy. She usually wears a bleached linen tunic, and is generally barefoot. 
Winnifred is one of many poorer peasants who works in Dewey's household; in her case as a domestic servant (Gladys chose her for her uninspiring looks, so as to avoid temptation for the menfolk, though rumour has it that her breasts are far from disappointing). She is also Hychydig Bant's healer, having inherited the position of wise woman from her grandmother. Although inexperienced, she is fairly competent. Having said that, a woman in labour will generally send for her mother or sister first.
Winnifred has no living relatives.

NPC - Bevan.


Bevan is a slender young man with a mop of blonde hair, and grey eyes. He is cheerful but good at avoiding authority, a good singer. He usually wears typical peasant clothing; one or several tunics (or just a loincloth), sometimes with sandals, but likes to dress as well as he can afford. He sings and plays multiple barrelled pipes with a degree of competence.
Bevan is poor, but owns one of the few heavy bronze woodaxes in Hychydig Bant. Although he wants to be a famous entertainer, he would be happy as a simple goat herder . He is actually a wood cutter, usually employed by Dewey. He is too poor to be eligable for military service [and, like most men is classed as (O) Crew, though he has a sling]. 
Bevan has no living relatives, but is a popular lad.

NPC - Cedric.


Cedric is a tall young man from Hychydig Bant. Unusually, he shaves his head and (potential) beard. His eyes are dark. He is energetic and keen, but from a very poor family. He usually wears typical peasant clothing; one or several tunics (or just a loincloth), sometimes with sandals.
Cedric much prefers hunting to ordinary peasant work, but he is not as skilled at rural stealth, tracking and snaring skills as his elder brother Morgan [all (O)]. He is not a trained fighter, but can use his sling to good effect [he is classed as (O) Skirmisher].
Cedric has an elderly mother, an elder brother, and various sisters who have married and moved away.

NPC - Morgan.


Morgan is a tall young man from Hychydig Bant. He has short dark hair, and a somewhat unusual style of beard. He is quiet, confident, and to poor to owe military service. He wears coarse but practical clothes of wool and leather.
Morgan is a hunter and smalltime smuggler, with excellent local knowledge. He is not a trained fighter, but besides his rural stealth, tracking and snaring skills [all (S)], he can use a sling [he is classed as (O) Skirmisher].
Morgan has an elderly mother, a younger brother Cedric, and various sisters who have married and moved away.

NPC - Gower.


Gower is a thickset young man, with mousy hair and beard. He works hard (at times), if unimaginatively. He is an archetypal successful peasant, who is quite skilled at minding goats and olives, small construction and making cheese, but very good at hiding his wealth from his social betters. He wears typical peasant clothing; one or several tunics (or just a loincloth), sometimes sandals, often a black linen headscarf. Whilst not a drunkard, he has been known to drink himself through belligerence to unconsciousness from time to time. 
Like most men, Gower is not a trained fighter [he is classed as (O) Crew].
Gower is the eldest son of Dewey and Gladys, and heir to much of the meagre wealth of Hychydig Bant.

NPC Gladys.


Gladys is a large, broad hipped woman of Hychydig Bant. She has mousy hair and a fairly pale complexion. She is a hardworking woman, a good and ambitious (and fecund) mother, and runs much of her husband Dewey's holdings with earthy competence. She dresses in fairly standard peasant dress for most of the time; linen and wool tunics with a certain amount of embroidery. Hidden away are her delight; more formal clothes somewhat above her station, and some moderately valuable trinkets. As they say locally; she has a tongue on her. 
Gladys is married to Dewey. She has been trying to marry her eldest son Gower to Megan.

NPC - Dewey.


Dewey is a large, hairy and somewhat uncouth man, proud of the fact that he is the largest landowner in the small village of Hychydig Bant. He is, essentially, an unsophisticated peasant with enough cunning to escape military service with Caer Gwyrdd Bant. He is also pretty good at hiding his comparative wealth from the tax man.
Dewey owns many of the larger buildings in the village, and is the effective (or ineffective) headman. He also wns goats, sheep, a couple of oxen, olive groves and some uninspiring vineyards. Dewey is strong and powerful [classed as (S-Off) Crew with whatever agricultural implements he can get hold of].
He is married to Gladys, and has several children including his eldest son Gower.

14 September 2008

NPC - Lopez.


Lopez d'Monte Rosa is a grizzled man of middle years. His hair and beard were once dark, now mostly grey. His skin is dark leather. His nose has been broken at least once. His eyes are dark. Lopez is large for a Monte Rosan; almost the size and build of a Hara hero, but far more sophisticated. He is an old campaigner, usually in his steel breastplate and morion, often in coarse but practical wool. He is a seasoned leader of men (and took a while to adjust to all the fighting women of Eran's bodyguard), with strong opinions and a loud voice.
Lopez was a career soldier in the Grand Company of Monte Rosa, eventually becoming an officer in the Lost Army, and surviving the campaign against the Bugs. He learned many types of fighting as a cuirassier, but his speciality is fortification and seige warfare. He can design, construct, defend or overcome field fortifications, though he lacks the skills of a stonemason. [Lopez is classed as (S-Off) Soldier with cuirass (or full plate armour, if he can get it), (S-Off) Knight on a destrier, otherwise (O-Off) Horseman. He can also add his (-Off) classification to any artillery that he is familiar with.]
Lopez knows a little communications and healing Magick, and a few rituals to measure distance, elevation and windage. 
Lopez saw the redirection of the ill-fated attack on Hanijhaar as mere fortunes of war. He continued to take his responsibilities seriously, but fears that he is reaching the end of the road. He is not as much of a misogynist as most of his compatriats, nor is he homosexual; life attached to the bodyguard presents some fine opportunities.

Write-up - 31.162 - 164.

Eran Edar had been trying to fortify the small village of Hychydig Bant. This was not an easy task, as the buildings were dispersed; mostly strung out along the bottom of the valley. He was also reluctant to construct large and obvious palisades as he also wanted to conceal his presence. Existing terrain was fairly advantageous, including drystone walls, vineyards and steep slopes (though some in the wrong direction). He added subtle modifications; concealed stakes, foxholes and places to conceal troops. These would be strong against a cavalry attack, or any kind of rush. 

Caradoc had offered his house as a headquarters, but his property was not adequate to billet the 40 remnants of the lost army (as Caradoc made most of his money from making and selling wine). Other peasants, being more conventional, had barns and animal houses.

31.162. 
Suspecting that the Bandits reputed to be in a small village just 15 km upstream of Fawr Bentref, the Rammsteins requested an aerial reconnaisance. Valkyra oblidged at around midday (cloud cover, which is a problem during this premature rainy season, is on average worse at dawn and dusk). The crew did not see / detect Eran, as he was scouting upstream at the time, but noted a dozen or so cavalry horses with a non-local look to them. They did not see any soldiers or fortifications. Using Valkyra's extremely finely tuned techno-thaumaturgical filters, they also detected Darkfyre, who was making his own observations. Valkyra dropped leaflets on the village, and on Darkfyre for good measure:
This area is now under the authority of the Blue Valley Artillery Company, on Behalf of the Crown of Shchjejhwan. Present yourselves to Caer Gwyrdd Bant within 1 day.
Meanwhile, the Dwarves continued with the defences of Fawr Bentref.
Anni's house sported an observation tower and gatling gun.
The core of the village (although larger than Hychydig Bant, Fawr Bentref is more concentrated) was surrounded by a palisade and ditch. Some buildings lie outside, though. In addition, there is the Troll Trap; an isolated farm / hovel, 500 m from the palisade, containing the trap itself, several holding cells, and linked to the village by a covered ditch (with 2 additional exits). Halla started laying traps around the Troll Trap (partly to channel attackers, partly to thin them out).

31.163.
Eran rode to Fawr Bentref, rather than all the way to Caer Gwyrdd Bant. Because he wore Psychotropic silver-alloy armour in the Shchjejhwanese style, scouts assumed that he was an Elf or Halfling. He appeared to be a Man, though, and riding a mortal, hornless horse. Owen took word to Halla, rather than to the command post in the village. Because of the traps, she put him under a bush and ran to the village. The alarm was raised, and it was just as well that this was not an attack. Peasants ran inside and shut gates, but slowly and in no particular order.
Eventually Eran was invited inside, the gate closed behind him, and various gatling guns covered him. Eran anounced himself as Baron of Sulayfjord; a remote holding to the extreme Northwest of the Archonate. This identified him, to the Dwarves, as an enemy (or a likely enemy). They called upon him to surrender his weapons, which he refused. They were just about to open fire when they worked out that he was once a general of Debar'kaal. 
The Rammsteins consulted with their commanders. Eran was notified (by means of communications magick, which the Dwarves detected) that one of his patrols had been attacked, and he demanded to leave. BVAC command, unusually, advised that Eran might be worth observing, so the Rammsteins allowed him to depart.
Halla and Darkfyre followed, preceded by Rimbault's mechanical spider.

Eran dismounted at Hychydig Bant, and proceeded upstream on foot. 
Halla rode around the village to the left. Darkfyre went right. 
The flying spider went ahead and detected 4 Beastmen making their way upstream (and into the forest). 2 of them were large and armoured; one with a bow. The others were smaller and unarmoured. Rimbault made a couple of attempts to kill a specimen with magick, cast through the spider. These failed, and he assumed that the monsters were resistant [it was actually mere luck]. 

Halla saw Ariane (the only surviving scout of Eran's patrol), moving in parallel, uphill of her. They signalled to one another, and attempted to cooperate; both riding Halla's horse to get ahead, to a good place to ambush. Halla communicated with the Rammsteins, who told her to grab her. 

Darkfyre managed to ambush the Beastmen, shooting one with a tranquiliser. Subsequent shots caused the others to drop what they were carrying, and flee to better cover. Lynild set up a Teleportal, and the Dwarves pulled the thing through to the Troll Trap. They left the corpse of most of a woman, its armour ripped and inner organs already eaten [Sophie, one of Eran's scouts].

Eran continued on foot, alone, but moving no faster than the Beastmen.

The Dogstar Beastman was the first one that the Dwarves had examined. It was over 2 m long, weighing around 200 kg (without armour). This one looked to have a large proportion of Hyena, possibly Jackel, or both; with a long muzzle, powerful jaw and moderate external ears. Its hands and (bare) feet bore non-retractable claws. It wore crude but effective black Iron armour composed of segments and lamellar plates. This particular one carried an iron glaive, a hatchet and a bow. All were fairly crude but effective. A large arrow had taken the first of Eran's scouts. Further examination suggested that this particular Beastman did not have the physique of a completely effective archer, despite the size and power of its bow. 
 
The Captive. As sketched by Moif. Click to enlarge.

The Beastman was sedated, bound, and picked up by Valkyra.

Ariane was interrogated by the Rammsteins. She was more concerned about her sisters-in-arms not being screened by a good scout, than by Eran running off after the Beastmen. She made some bitter jokes about being captured by 7 Dwarves.

During the night, Halla thought that she saw a Troll. It might have been pure paranoia, but a Leshy could have appeared in place of the old olive tree that looked like a twisted and gnarled figure in the darkness. The Dwarves took the alarm seriously.

31.164.
Halla cut down the olive tree, and burned it.

Instructions from BVAC command were to observe the interaction of Dogstar troopers and Eran's shrinking force, in the field. To this end a wagon with Alvin, Gunnturun and Rimbault, with Marion Stern, Darkfyre and Halla, to set up an observation post at a safe distance.

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI
~~~~~



31.162.
We continue to fortify the village of Fawr Bentref and to build our beast trap. So far we have not seen sight or sound of the monsters themselves here and I am worried the humans might take against us if they don’t show up soon. After all, we have nothing to prove our claim and sooner or later they may decide to rebel against Blue Valley authority. I am loathe to use force to implement the rule of law as doing so will cause resentment. 
Valkyra reports that the humans in Hychydig Ban are lightly armed cavalry, most probably an Archonitic advanced scout group of some kind. Just in case they weren’t though, they deployed leaflets informing the humans below that they were within the military jurisdiction of Shchjejwhan, administered by legal contract by the Honourable Blue Valley Artillery Company. They were told to report to Caer Gwyrdd Bant for processing or face the consequences. Frankly I don’t know what the world is coming to. In my day we wouldn’t have given the enemy any advanced warning. We would have shelled them without a moment’s hesitation; I despair at our ability to win this conflict with such reluctance to use force. 

31.163.
At mid morning a rider on horse back approached the village. The initial report suggested he was an Elf so I sent Dark Fyre to meet him. It then transpired that he was a human in Elfish armour so I sent Alvin to go and take a look. The rider identified himself as Edar of Sulayfjord, also known as Nathan, the Archonitic baron who twenty five years ago, challenged the authority of Sumay of Hannijhaar and disappeared along with an army of ten thousand soldiers. Dark Fyre it seems recognized him as such. Needless to say, I thought this highly dubious and ordered Barribus and Vanndal to cover him as he explained himself. Alvin invited him into the village and then ordered him to set aside his weapons. The man refused to do this, but as Alvin was asking for orders, a magical device went off and the man was in contact with some unknown third party. He then claimed his people were under attack and demanded to be released. I contacted Tzanden and put the matter to him. No one in Caer Gwyrdd Bant had the first idea as to what do about the situation and suggested we kill him. I realised however this human was worth more alive than dead. There are surely many people who will be most interested in learning that he has returned from oblivion. According to his own explanation he has only been gone three months. I ordered Alvin to let him go, and sent the Elf, the Human woman Halla and Rimbault to follow him. He headed straight back to Hychydig Ban where it seems the beastmen had attacked the village and carried away some of the people. Halla took one of the Archonitics prisoner and brought her back to Fawr Bentref. Both Halla and Dark Fyre are proving valuable assets, though the Elf is difficult to read. The Human woman is obviously mad and this might come in very handy later on. 
Rimbault noted many beast-men gathered about a small forest lake before he pulled back with Hala. Dark Fyre was no where to be seen, but then he suddenly opened a portal to Fawr Bentref and we had our first beast-man catch. Vanndal and Alvin went through and dragged the creature back here. It was a huge great stinking beast, jackal like and strong, with a hounds face and long limbs. We dropped it into our strongest holding cell and I contacted Caer Gwyrdd Bant at once. 
No one of any importance was immediately available and I found myself speaking with some lesser adjutant who obviously had no notion as to propriety for the fool began to quibble about costs and had the audacity to quote paragraph 7 of the special orders bulletin at me. I quickly shot that down by pointing out special orders 1, 3, 3b and 12e all rendered paragraph 7 null and void. Any and all moneys paid in bounty for the creature are to be paid, in full to me. I shall have words with his Highness if some jumped up clerk thinks he can cheat me out of a few silver pennies!
Valkyra arrived within the hour and we dragged the beast man (now missing an ear for Halla had taken samples as she called it) and loaded it onto the Jäger transportvorrichtung. After this, I ordered Gretchen and Majorita to cook up some of the fine meat stew they had mentioned earlier in the day then went to see the prisoner whom we had billeted in Anni’s house. She looked like a tired and worn out human girl, so I deemed her beneath my attention and ordered Gunnturun to interrogate her. 

Gunnturun Sprunch's report regarding the interrogation of prisoner number 1:
Question: What were you doing in Hychydig Ban?
Answer: Guarding.
Question: Where do you come from? 
Answer: Hara, Debar’kaal and now here. Prisoner clams she doesn’t know how she arrived in Hychydig Ban. She explains she was a party of an army that set out to attack Hannijhaar but got lost some how due to ‘that idiot’.
Question: Who is ‘that idiot’?
Answer: Eran of Sulayfjord.
Question: How large is your force? 
Answer: Difficult to say
Question: Would torture help?
Answer: Not really.
Question: Considering that torture is not desirable, how large is your force? 
Answer: 7,000, but only 38 remain, 37 now with her taken prisoner.
Dark Fyre entered the room at this point
Question: How do you feel about Elves? 
Answer: They are sneaky but stylish
Question: Do you hate them? 
Answer: No.
Question (asked by Dark Fyre): Have you seen any beast-man types other than the one we captured?
Answer: Yes. Prisoner states she saw a dead beast-female that was smaller and cat like. 
Question (asked by Dark Fyre): Do you know who killed it?
Answer: No. 
At this point the prisoner began to mutter and grumble about her leader, whom she considers incompetent, naive and a fool. She made repeated references to a sisterhood.
Question (asked by Dark Fyre): Who is the sisterhood?
Answer: Eran’s body guard, though he makes it difficult to guard him when he keeps going off by himself.
Question (asked by Dark Fyre): Where did you all go to?
Answer: I don’t know. Some kind of strange lands filled with bugs.
Question (asked by Dark Fyre): You encountered bugs?
Answer: No. They were like bugs, but big and furry with heat beam weapons. They were many and we fought them for three months. They depleted our forces from 7,000 to... we lost them all.  
Question (asked by Dark Fyre): How long have you been gone?  
Answer: Three months. We came here via a portal. 
The prisoner then related that upon arrival at Hychydig Ban the sisterhood encountered Archonitics, fought them and defeated them. This appeared to upset Eran.
Marian Stern arrived at this point and took over the interrogation.

During the night, Halla detected a Trollish presence nearby. The lads went out with her to hunt the fellow down, but it got away, using devious magical means to vanish into the faerie world.

31.164.
I contacted Caer Gwyrdd Bant and requested a clarification of our orders with regards to Eran of Sulayfjord. Tzanden suggested we monitor the northerners and see how they fair against the beast-men. I sent Alvin, Gunnturun and Rimbault, Marion Stern, Dark Fyre and Halla to go and set up an observation post. The human girl remains a prisoner.

10 September 2008

NPC - Deirdre.


Deirdre is a small but wiry woman with dark auburn hair and brown eyes flecked with green. She has a somewhat snub nose, rather a lot of muscles, slightly disappointing breasts, but interesting scars for those who like that sort of thing. She is very active, agile and strong for a woman (even one of the Hara fighters). Her age is difficult to judge, but she is somewhere in her prime. She can be loud and fairly opinionated. Deidre wears clothes of her own design; essentially a camouflaged boiler suit, sometimes with light armour and a buckler. 
She was always a bit of an outsider, fighting as a man, even before the Hara were evicted. She eventually found her way into Eran Edar's female bodyguard. Her reasons included her desire to experience more fighting (she saw Eran as likely to pick a lot of fights), and that she saw it as a personal challenge to seduce as many women as possible, and convert them to the sapphic lifestyle. She prefers to fight with spear, javelins and knives, sometimes buckler, but can use a sling to good effect, and is fairly effective unarmed. Although usually a cool-headed fighter and competent officer, she can work herself into a killing frenzy. [Deirdre is classed as (E-Off) Soldier, (E-off) Warrior (if in a fury, or unarmed and desperate), or (S-Off) Horseman, with appropriate equipment.
She has also learned some Hara-style War-magick that can enhance her combat abilities [+2 combat factors, or +12 move, or +1 combat factors and +6 move], and some basic communications and healing.
As other officers fell or were lost, Deirdre found herself Eran's most senior officer. She is loyal (at least to the group) and competent (but has a possibility of rashness about her).

NPC - Ariane.


Ariane O'Hara is a shy young woman with flaming red hair and blue-green eyes. She is fairly small, with a slight build, but great agility and stamina. She has worn military clothing for all of her adult life; at first a tunic, with or without trousers, more recently a dark shirt, trousers and sometimes some light body armour. She usually ties back her hair and hides her cute freckles with a green or brown scarf. Ariane is vivacious but subdued, and also quite clever. Despite her tender years, she is a total cynic.
Ariane was a child when the Hara were driven off their lands, rapidly orphaned, and then grew up against a background of continuous war. She had natural talents, both as a scout and fighter. Ariane was one of the youngest to join the reorganised Hara / Debar'kaal army, and rather fancied Eran Edar (although it was really a case of puppy love). She managed to get herself attached to his women bodyguards, just in time to get caught up in the misdirected attack that ended up in the Bug territories. For the next few months, she survived in the front line as a scout. Whilst she remains utterly loyal to her unit, she gradually came to despise Eran as a naïve fool, and she blames him for the disaster. Nevertheless, she continues to fulfill her responsibilities. [Ariane can be classed as (E) Bowman, sometimes with buckler and/or light armour. She is also a scout with +3 steath and perception (with additional bonuses for equipment, of which she has a lot).
In addition, she has picked up some scouting, hunting and communications Magick in the natural mode. Possibly medical, or at least self-healing as well. 
Ariane is somewhat under Eithne's wing, but has resisted Deirdre's advances.

NPC - Eithne.


Eithne O'Hara is a woman of middle age, who keeps her fine figure and energy for the moment. She has longish flowing hair, something between flaxen, ginger and grey, and clear blue eyes. She is fairly tall and muscular. For combat she favours tight (neither restrictive nor overly baggy) dark / camouflaged clothing, sometimes with armour. She also likes traditional Hara clothing of the highest quality; linen and wool tunics in multiple layers, when she can opbtain it. She appears outgoing, but occasionally lapses into periods of quietness. Most of the time she keeps a cool head, and is an excellent organiser.
Eithne grew up in the lesser nobility of the Hara Ruired, married, raised a family, and lost it all when the Hara were forced out of their homeland and in later wars. She learnt to fight as a child (she was a bit of a tomboy), and later. When the Hara were reorganised as part of the modern army of Debar'kaal, she joined up and became a successful officer. Eventually she became a significant officer within Eran Edar's somewhat eccentric elite bodyguard of women, and the de facto quartermaster. She fights with spear and/or javelins, supplemented by sling and daggers. She often uses a buckler, and sometimes leather or even mail armour [she can be classed (S-Off) Soldier / Horseman, with various equipment].
Eithne does not follow Eran's faith, but is willing to suspend her disbelief in an attempt to work the ecclesiastical equivalent of Magick. This has not quite succeeded, but she can work some basic communications and healing, in some hybrid mode.
She will follow Eran to hell, and almost did with the subverted gate to the Bug lands. She rather fancies him, although she is a little too old.

04 September 2008

NPC - Owen ap Gwr.


Owen ap Gwr is a keen lad, with dark (with a hint of auburn) hair and large dark eyes. Usually he wears simple clothes of good fabric, but occasionally his inner popinjay bursts forth with trimmed tunic, plumed hat and polished charioteer's boots. Owen is usually helpful, sometimes sullen and moody. Of unexceptional intelligence, he has had some education, and although naïve in many ways, he is careful and knows the area around Fawr Bentref well.
Owen is the eldest son of Gwr; headman of Fawr Bentref. He is somehat under his mother Anni's thumb, and dreams of becoming a famous soldier. He is almost ready to start training [he can be classed (O) Skirmisher or (I) Spearman, with spear / javelins, sling and shield].
From the moment that Halla arrived at the village, Owen can scarcely stop thinking of her; to his puppy-like eyes she is his ideal; a woman who can fight. When Halla investigated the local monster of Ddwfn Bwll (a large pool), she stripped off and plunged in. She was underwater for an inordinate amount of time, until Owen had given up hope; then she burst forth again, naked and dripping like a Nymph or Goddess (and with some interesting scars). She then dried off in the sun.

03 September 2008

NPC - Anni.


Anni is middle aged but active woman, with long dark auburn hair (beginning to go grey). She is a hard working woman without any ideas above her station; wearing practical clothes or stripped down for most of the time, although she can dress well for formal occasions. Of peasant stock, she is ignorant and uneducated, but experienced and sensible, if naïve.
Anni is the wife of the headman of Fawr Bentref, a man called Gwr. As he is often away, she is used to running his holdings, and to some extent the village. This mostly involves settling arguments about goats or sex, so Anni is pretty earthy. She is also a devotee of the Goddess, though not an initiate. She has several children, the eldest boy is Owen ap Gwr.

Fawr Bentref is a large village / small town of 200 - 300 inhabitants (depending upon how one counts). It is 40 - 50 km South of Caer Gryrdd Bant, although on the other side of some hills. The village had no adequate defences, although the inhabitants are fairly used to defending themselves against bandits and raiders from independent manholds. There are goats and vineyards, some grains, but few olives, cattle or horses.

NPC - Vanora.


Vanora is an old woman with some Chu blood. She has dark, almost straight hair, and favours exotic clothing; lavish embroidered silks and an elaborate hat. She was once a great beauty, but her age and bitter expression make this hard to believe. Vanora is clever, well educated by local standards, and managed her brother's affairs for most of her life.
She came to Hychydig Bant as a baby in the care of her brother Iustig, never married, and now lives with her son in law Caradoc.

NPC - Iustig.


Iustig is an ancient man with more than a dash of Chu blood. He is hairy, scruffy and wrinkled, also a recluse, perhaps a mystic, and certainly a drunkard. He normally wears a faded kaftan that looks a bit like a shabby dressing gown. He speaks the local dialect, but with a strong accent, and can lapse into Mareish or a one of several Chu languages.
Iustig came to Hychydig Bant as a young man, with his baby sister Vanora. He started a family, and cultivated some vineyards. As a foreigner he never owed military service, nor was he wealthy enough to support one. It is rumoured that he is actually quite a competent fighter [he is, being classed as (S-Off) Soldier wielding a single-edged steel sword, but with move 10 8 6 due to his age]. 
Iustig has a sister Vanora, and a son Caradoc with whom he lives. His wife died several years ago.

NPC - Megan.


Megan is the most nubile girl of Hychydig Bant. She has her mother's long dark hair, with a hint of auburn, slightly exotic eyes and a figure that sends the boys of the village wild. She knows it as well, and is a bit of a brat. Her mother has taught her to work hard, also to think for herself. She favours simple white or pastel dresses, as she thinks that they make her look innocent.
Megan is the lovechild of Caradoc and Dee, though her parents married later. She has numerous small siblings.

NPC - Dee.


Dee is a beautiful and vivacious woman of Hychydig Bant. She has thick dark hair, a wide smiling mouth and bright green eyes. She enjoys herself, and is also strong and clever. She is not conventional, and does not accept that a woman's rôle is subordinate. She has some fine clothes, preferring dark green or blue dresses, but mostly wears sturdy work clothes. 
As a young girl, she married Caradoc and bore him Megan. They married later, when he could support her (although she contributes at least as much), and has proved herself a productive woman, popping out a baby or more every year or so. She is, of course, a devotee of the Goddess.

NPC - Caradoc.


Caradoc is a dark man with a luxurious moustache, and a liking for extreme embroidery and generally flamboyant clothing. His family has some foreign blood, but Caradoc has lived in Hychydig Bant for all of his life, and he sounds just like a local. Caradoc is fairly intelligent, better educated than most peasants, and an averagely competent haggler.
He is one of the 2 relatively wealthy men in the village; he owns plenty of vineyards, makes excellent wines, and sells enough in the lowlands to finance further expansion (and a locally lavish lifestyle).
Due to his foreign origins, Caradoc does not owe military service, although he sponsors a hoplite [nevertheless he is classed as (O) Spearman, however, and has access to shield, spear, bronze plate armour and a helmet with an especially fine horsehair crest].
Caradoc's father Iustig, and aunt Vanora live in their own wings of his rambling house. He is married to Dee with whom he has several children, the eldest of whom is Megan.

Eran Edar and the Lost Army - In the Woods.

Eran identified the attackers as Archonitics, probably allied to a rather nasty Order that is opposed to his own Order of the Swan. He decided to lead his companions to cover (some forests to the South) and, as his communications Magick started working, he contacted other small groups. As nobody knew where they were, assembling them was difficult.

A little later, with almost 40 troops gathered in a wooded valley, they discovered several small and isolated settlements had been attacked. All food, livestock and inhabitants had been taken, by things that left very odd footprints; a mixture of cloven hooves and pads with claws, but bipedal. A door had been smashed by a heavy planking axe, or something similar, swung with great strength. There was... a smell.
Following the tracks, they discovered gnawed bones of Human and livestock, mixed.
They also found a dead creature. It was female, about the size of a small woman, and with many Human-like characteristics. She appeared to be adolescent, with heavy bones and large arms (rather like a young Ogress). Her head was feline; complete with sharp teeth, whiskers, large ears and slit pupils. The brain was large, and the overall look had some aspects of a hyena. Hands were powerful, and (like the feet) had retractable claws. She was wearing some scraps of animal skin.

The Dead Thing [as sketched by Moif, and with the addition of underclothes 'cos some people are prudes].

Over the next few days he attempted to track these, and similar creatures.
Meanwhile there were forest fires to the West, although these died out as it began to rain more. Food began to grow scarce.
At least one incoming group failed to meet up, and communications failed.

Eran moved his troops out of the woods, Southwestwards to a small village called Hychydig Bant. Someone had attacked the outlying farms, and the inhabitants were glad to meet soldiers who appeared willing to defend them in exchange for food and shelter (they produced some powerful cheeses).

Notes I - Upto 31.161.

The Black Free Company of Montfort had found their way to somewhere North of Caer Gwyrdd Bant and Caer Coed. News filtered back slowly; they were falling back towards either of the cities.

Gwendolin of Caer Gwyrdd Bant remained at large.
Although the inhabitants were not utterly happy with the Dwarves taking over, nor were they that put out. The commoners don't really care, the aristocracy are (mostly) contained in secure comfort, and the mass of voting citizens are in the army; mostly away and likely fighting for their lives.

One of the first things that BVAC did was to send out scouts:

§ The Brothers Rammstein, southwards, then eastwards. All the Player Characters will be operating in the same region.
§ Valkyra to Caer Addoer. The crew did not see anything useful; considerable damage but no seige equipment, troops but no coherent dispositions, etc. A lot was obscured by smoke, and later by cloud. The Flamelances are considered about as effective as longbows / heavy crossbows. Smoke limits range, but height does not. Valkyra was not in danger from such weapons, but risked (minor) damage. Her crew have protective armour and helmets with goggles.
§ Bikes and Trikes downriver, on either bank. They report that the enemy is not far from Caer Addoer.
§ The Stern Gang, southwestwards.

The large village / small town that the Brothers Rammstein took over; Anni's village, is called Fawr Bentref.

Valkyra was later ordered to firebomb the Western edge of the forest to the East of Caer Gwyrdd Bant, the idea being to create a firebreak. Burning was patchy, and progressively less effective as the rains came, but it might have served its function.

The small village that the remnants of Eran Edar's Lost Army took over is called Hychydig Bant. These are, of course, the bandits the locals spoke of.

Prelude - Part II.

Several things happed more or less simultaneously:

It started to rain. This may mean that the rainy season has started. In any case the roads should remain in good condition, and rivers low, for several days, although there could always be a torrential downpour followed by a flash flood. BVAC, and the other Shchjejhwan-employed mercenaries, are used to soggy weather and regard the dry season as a bonus.

There was more news from Caer Addoer. Apparently the city fell almost immediately to a Helepolis, which bombarded it from across the river and breached the walls without difficulty. At first there were no first hand witnesses, but less reliable accounts told of a moving mountain that hurled granite boulders of incalculable size, and balls of corrosive fire. 
There is no word of Osrijhe.

A message from the Shchjejhwanese High Command arrived, by means of Darkfyre in his capacity of secure courier. It is genuine:

A while ago, some Sheoi agents seeded the area with military constructs, their name for which is Dogstar. They are mosaics of Humanoid and Beast. They appear to eat meat and concentrated vegetable foods, to grow, and to reproduce with extreme rapidity. There are large enclaves within the forest West of Caer Coed, such that the city is in danger. We believe there to be smaller enclaves in the hills South of Caer Dduwies. They are aggressive and use Iron weapons and armour. 
We need to have more information. Your mission remains to stop the advance of Gregorius' movement. We attach equal priority to you gathering useful intelligence about these Dogstar constructs. We do not offer fixed prices, but dead unique samples are worth less than living ones, observations could be more valuable, and working control protocols, if such exist, most valuable of all. Likewise details of design and manufacture. 
To cover your increased efforts and risk, we are increasing your monetary remunerations from today, by ½ again (10 - 25 SP / day becomes 15 - 37½ SP / day). This is not subject to negotiation. 
Dogstar constructs are being field tested. They are attacking our allies, but no doubt part of their function is to attack our enemies. Sheoi will have their own observers. Attack and detain these at your own risk, as we are official allies. We will take any discretely obtained observers into our custody, and reimburse you generously for any losses or other expenses.
Other parties may have their own observers. Treat them as you will.
You are in a better position to assess how dangerous your situation is, and adapt your goals and stance. 
This communication is confidential.

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI

~~~~~

31.147.
I spent most of the morning with Urius Stern who had come by at Alvin's invitation with the long range rifle he wished to sell. I inspected the weapon and its optical lenses and was not impressed. There are unseemly grooves carved into the stock. After several hours prudent deliberation, I finally managed to get the price down to something approaching sensible, where upon Alvin interrupted my bartering by paying for the weapon himself. I am certain I could have reduced the price by at least a further 5%, but I respect Alvin's right to make mistakes. So be it.


31.151.
I was forced to eat a cold supper tonight as Rimbault's latest thaumaturgical experiment blew up our stove. Barribus says he can mend it, but it may be a better idea to buy a new one anyway. Messengers from the Prince have put the caravan at full alert and I spent a few moments practicing with my rifle along with every one else. It's been a long time since I fired such a weapon, but I pride myself on my aim. Gretchen made a wonderful lumpenpie.

31.153.
Arrival at Caer Gwyrdd Bant. The city is poorly defended and thank the Old Father we won't be staying here for longer than we have to. Tzanden sent out the scouts and Isak Stern, to secure the area to the north and the Valkyra was called up to fly ahead. The region seems peaceful but the city of Caer Addoer is said to be under attack already. I told the others to be ready to move north at a moments notice. The caravan was moved into the centre of the city where the people, impressed no doubt by the sight of our superior weaponry, gave out great exclamations of joy and amazement. Naturally I ignored such frivolity, but I must admit to having felt a pang of pride in my chest as we entered the central plaza of the city (if one can actually call such a collection of clay hovels a city) and the entire company set about building camp.
Some of the locals have predicted rain and this may prove uncomfortable if the engines are to move north. Tzanden called a council but nothing much was decided. I kept my silence for the most part but I felt compelled to remind Tzanden of the lessons of ´018 and the debacle at Sangor Gorge. Tzanden listened politely as a good dwarf ought but Hansel Axelhof took it upon himself to lecture me for an interminable half an hour upon the logistics of mules. I grew some what vexed at his presumption and reminded all present that I was herding gun mules before most of them had their milk teeth! Axelhof began to rant and at one point threatened to throw a chair at Gunter Valenhof but restrained himself when the young firebrand Captain produced a revolving pistol and shot the ceiling several times.
Isak returned during this debate and brought the meeting back to some a semblance of order. He had dire news from the countryside where it transpires many of the local men have already been taken away to the front. Good diggers may be hard to find.

31.154.
A messenger arrived from Shchjejwhan and Tzanden called a meeting of the elders. It seems the good for nothing Trolls to the south have deployed a secret army of 'beasts' into the region and these oddities have begun to appear in isolated areas around us. It seems they prefer wooded areas, or were sent to wooden areas. The message was low on facts. Shchjejwhan is increasing the pay for the Blue Valley Artillery Company due to the threat these creatures pose, for it seems they eat everything in their way. I find this Elvish habit of merely increasing pay to be both disturbing and suspicious, for who in their right minds increases payment arbitrarily? I find it highly unlikely that the Elves expect us to survive this new threat.
Valkyra returned from its pass over the city of Caer Addoer with the news that the city had fallen. Smoke billowed from it and a photogramme taken by the aircrew revealed the enemy standard flying above the city. A low pass revealed the enemy has inferior flame lances. There was little indication of any surviving local army and it seems the Northerners have routed them.

31.155.
Tzanden declared martial law in Caer Gwyrdd Bant and we spent the rest of the day bringing in local dignitaries and going over the city's assets. Several important humans were taken prisoner, including Mælgwn, Llywelyn, Anwar and Casnar. Gunnturun's human friend, a woman named Halla was useful in rounding up the humans but made a nuisance of herself when she took a fancy to Casnar. Fortunately things didn´t get too out of hand and the unfortunate man was taken away before she could do him some permanent damage. I'm not sure this woman is of much use myself. She seems wild and unpredictable. Gunnturun speaks highly of her fighting capabilities, but I find her to be most unpredictable and liable to be costly in the long run. We shall see. Frankly I am not convinced that Gunnturun is herself of much use, but now she has her claws in Alvin, I must bear the inconvenience of her cost. There is a decidedly female presence around the caravan now that I am not accustomed to, and several times in recent days I have had to tell Majorita and Gretchen to keep their chattering voices down. Just this morning for example, I was disturbed during an important meditation by Majorita and Gunnturun cackling incessantly.
The gun crews were set to work on the city walls and out lying areas. If we are to hold this city then it needs to be strengthened considerably.
The Prince and Tzanden took me to one side during the evening and asked if the Rammstein Brothers couldn't lend a hand in capturing some of these creatures or even better, one of their Trollish controllers. Naturally, I accepted this honourable and profitable mission, for the Elves are willing to pay handsomely for either. The only disadvantage was the addition of an Elf liaison to our mission. I briefed the others and introduced them to the Elf, who goes by the ridiculous pseudonym of Dark Fyre. No doubt we shall find a use for him and his Volk in good time.

31.156.
We headed south out of Caer Gwyrdd Bant, and up into the hills. Vanndal agrees with me that our best bet is to set a trap and wait for these beasts to arrive. We should also secure the regions resources and so protect the Company's southern flank. Valkyra is ordered to torch the forests bordering the city, and this might induce some of the beasts to move out into the region. We know very little about them, but what we do know indicates they are a horde weapon of some kind, designed to multiply rapidly and spread out into a region and dominate it. The Trolls, for all their heavy handed ineptness, wouldn't create a weapon that would threaten them, so I assume the beasts will eventually eat themselves into oblivion. Taking control of the regions largest food stock is therefore paramount. We headed straight for the largest village in the area. It has yet another unpronounceable name which I am told translates to 'The Big Town'. It is in fact another collection of hovels.
Halla scouted the place out and to my surprise managed to negotiate a surrender to our authority with the local head woman. Her husband was away in the wars, and is presumably already dead (what a stupid manner of fighting these humans have. The men and older boys all leave their wealth, women and resources unguarded and go off to die.) Naturally the woman was only too happy to sign authority of the village over to my care. Mordechai had her sign a document just in case she objects to our authority later on.
We moved our caravan into the central compound and began to fortify it. Barribus erected a crow's nest on the roof on the farm house and we drew up a duty roster. Dark Fyre and Halla set out to scout the surrounding terrain. There is no sign of any beasts as yet. Towards evening we gathered about the camp fire and I issued some snaps to the troops to boost moral.

31.157.
The headwoman, whom I understand is called Anni, had spoken of a local beast in a nearby lake so I sent Alvin, Gunnturun and Rimbault to go and have a look (they found nothing). Vanndal and Barribus set about irrigating our central position whilst I took Mordechai and began to draw up a comprehensive list of the village's resources.
Around midday Valkyra was spotted in the distance (the foolish locals thought she was a dragon) laying down fire on the forests and running reconnaissance missions no doubt. I powered up the sensorium and exchanged a few words with Ludvik Jafgde-Ausenkopf, but he had little relate.
The rains have begun.
We raised the flag over our base and sang the dirge of lament. It's been so long since I saluted the flag in the field that I felt an acute stab of pain in my chest. Vanndal and Alvin helped me back to the caravan to sit down for 'the pressure had dropped in my boiler' and I needed a few moments to catch my breath again. I was soon as stout as an anvil though and I set about laying plans for the village. We must fortify it as strongly as possible, so we rounded up the remaining men and older boys, those few who had not gone off to die in the war, and set them up as a militia. Mordechai set about drawing up a sensible map of the village and surrounding area.
Majorita, Gretchen and Anni set about making food that can last a long time. There is not much in the way of cattle here, but plenty of goats.
Halla and Dark Fyre set about finding a farm we can use to make a trap. It must be close to the main village so we can use the mortar on it. The idea is simple because simplicity usually works best in the field. We shall dig a trap, bait it with a goat and wait for hunger to bring the beasts to us.

31.158.
Some of the locals began to complain about the work details but their protests fell into silence when I read aloud the proclamation of authority I had written. The militia (what other name can I use to describe this sad gaggle of wretches?) set about bringing in food and supplies form the outlying farms whilst Vanndal, Barribus, Alvin and Gunnturun fortified the village with earth works, trenches palisades and other such necessities. Mordechai took control over all the incoming supplies and catalogued everything. Anni's farm will be our redoubt and central storage area. As soon as we are done fortifying the village we shall set about digging extensive storage areas and a few holding cells big enough to contain Trolls and their beasts. Gunnturun tells me that Halla is an excellent fighter of Trolls and has killed them before. I think she may be of some use after all.

31.160.
The village has now been fortified to the point where we can begin construction of holding cells and storage silos. The ladies of the village have done a remarkable job thus far, and so I took the time to reward them with a rousing speech. As humans they failed utterly to appreciate the gravity and grandeur of my words however and stared at me like so many cows. Gunnturun later came by to thank me for my patience with them, pointing out they are only human after all. Majorita made me a cup of tea and I sat with Mordechai and examined his map. There are some villages to our east, closer to the last known location of the beasts, and so I sent Dark Fyre to investigate these and to inquire as to whether or not they had encountered any of the creatures. Upon his return, we learned that the beasts have indeed begun to roam in search of food as I predicted, but as yet there are still no reports as to what these beasts look like. It seems that any one who encounters them, gets eaten. A sobering thought indeed, but I'll wager these Trollish monsters have not tasted Dwarf and neither shall they!
Vanndal's field report number two.
The village has been strengthened as best as we can at this point, but it is large and we cannot defend it from a sustained attack. The redoubt is good, but also vulnerable if the beasts should take to using fire against the rest of the village. I suggest we build a fire break as soon as possible. I also suggest extending and strengthening the redoubt with a second outer wall and deeper holding chambers to accommodate the local women and children. Once the attacks start, they will be helpless against Trollish weapons. So far we have dug down into the dirt and found the country has adequate rock below. This is good as it will allow us strong defences, but it will take longer to build and I do not know how much time we have.
31. 161.
I spoke with Tzanden today by means of the Sensorium and requested the assistance of either Marian or Harald Stern. I understand the Sterns will be busy, but I think we shall need an experienced Battle Magician if indeed these beasts are controlled by Trolls from Krug Reiner. I cannot believe that such weapons are in the hands of incompetents and although I respect Rimbault's talents, I fear they may not be sufficient to take down a good Trollish Wyzard.
Dark Fyre returned from a scouting trip with the news of a large group of human bandits operating some where to the north east of our position. He estimates their strength to be fifty horse riders. This is unusual as the locals do not use horses in the manner of cavalry. These may be an advanced enemy party, possibly sent to reconnoitre the lay of the land or to harass the locals. I used the Sensorium to inform Tzanden.
Dark Fyre also saw extensive evidence of the Trollish beasts and saw numerous farms which had been attacked. The creatures it seem operate best at night time, though whether this is due to training or animal instinct is unclear.

25 August 2008

NPC - Anwir.


Anwir is an unimaginative, muscular man with a weedy moustache and short, but greasy hair. He usually dresses as a officer; tunic, sandles, belt and sword, and often bronze cuirass and plumed helmet. He is utterly conventional, offers to the Gods during the festivals, and struggles to discharge his responsibilities. 
Anwir used to be an athlete, but became a career soldier. He was a good soldier, but a mediocre officer, but in the normal course of events could have been an adequate commander of the City garrison. He is not the sort of general who wins wars. [Anwir is classed as (E-Off) Spearman / Light Chariot, usually with shield and upto full bronze plate armour.
He has an average sort of a family; aging, but proud parents, married sister, wastrel little brother, wife and an indeterminate amount of squaling children.

NPC - Casnar.


Casnar is a stocky, dark young man, with great energy and ambition. He dresses well under his station; simple tunic and sandles, except on formal occasions. He is a man of many and diverse interests.
Casnar inherited sizeable, but not spectacular land holdings when his father died young. He married well, and gained some notable vineyards as a dowry. Over the last decade or so, he built up diverse holdings within the city of Caer Gwyrdd Bant, until he has a hand in most matters; politics, the games, finance, church affairs, defence and a large portion of the underworld. [Casnar is classed as (S) Spearman.
Casnar's mother is alive, and he has a beautiful wife; Eres, and a growing swarm of young children.

NPC - Gwendolin.


Gwendolyn is a tall, striking woman with long auburn hair. She might be beautiful, but for her heart of ice. She dresses in the local style for a woman of her status (married, wealthy); fine, flowing garments of translucent and embroidered linen, with a headscarf on formal occasions or outdoors.
Gwendolyn's husband; Madoc, is a landowner, but also the wealthiest cattle trader in Caer Gwyrdd Bant. He is incapacitated, so Gwendolyn manages his affairs with a degree of unbending business acumen unbecoming in a woman. She keeps her interest in politics to a low key, as Parliament (and indeed, democracy) are male institutions, but she makes major ripples; some parliamentarians oppose her, others support her interests.
She has no children, but does have a much younger unmarried sister; Gwenhwyfar, whom she protects like a she-bear.

NPC - Llywelyn.


Llywelyn is a rather fine man, with more than a trace of Fair Elven blood, although he may not know it. He has silky blonde hair, a rather thin beard, and an aristocratic bearing. He is tall and charismatic, strong willed, and more than a little sinister. Age is not apparent, but he is likely older than he looks, though few think of it. He favours fine clothes; silk shirts and tunics are unheard of locally, and his black leather coats and capes are eccentric.
Llywelyn is the high priest of the Thunder / Fertility God, possibly the penultimate God in the hierarchy of Caer Gwyrdd Bant, responsible for rain, agricultural fertility, and patron of cunning men. The Church controls various seers and advisors, whose recommendations have been known to nudge people towards favourable policies. There are also a score of rather scary Holy Warriors, with similar bronze armour, but highly individual styles of combat and Magick. Llywelyn is a schemer with an obscure agenda. He controls few, if any parliamentarians directly, but can pull the strings of a sizeable fraction. He is most probably highly sympathetic to Elves. [Llywelyn is unusually classed as (S) Soldier.
Llywelyn has no acknowledged, visible family, although he has spoken of his old mother from time to time.

NPC - Maelgwn.


Maelgwyn is an old, but somewhat dapper man. Shrewd and self interested, but fairly straightforward. He likes to flash his wealth, but doesn't mind getting his hands dirty. He has a reputation for an eye (and hand, if nothing else) for the girls.
He controls the largest cattle business within Gwyrdd Bant; several large compounds (effectively villages), tennants and numerous cattle. He has some fairly substantial other interests as well, and a fine collection of horses and chariots. He is one of the most wealthy people associated with the city, and sponsors a block of parliamentarians (and is one himself), though he doesn't usually play political games. He is a major sponsor of the shrine of the Bull God.
Maelgwn's wives are all dead, but he has numerous children, including many bastards. Most of his sons are subordinates within his holdings. A few have moved out of his shadow. Most of his daughters are safely wed in such a way as to extend his influence.

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.
~~~~~
Book VII. Chapter XXVI
~~~~~

31.132.

Feeling my age today. Last night the fire continually failed to catch and the wagon was chilly all night long. This morning I had a nasty cough and an aching head from the snaps Tzanden gave me. It’s been a while since I tasted Deep Fire and I was quite surprised Tzanden remembered my liking for it. We sat up by the campfire until it burned low, and I may have sat out too long. Majorita had long since turned in and after Tzanden´s aides bore him away, merrily singing the Merry Milk Maid song; I did my best to get the fire going. I shouted long and hard for Vanndal or Alvin, but they were no where to be found. 
During the day, as I sat nursing my head, a runner came by to bring the news that the Number One Steam Tractor had accidently run a peasant over. Naturally I made my way to the head of the caravan to offer my advice, only to find the Prince himself mediating. The human peasant seemed most upset at the loss of his legs, but was given a fair compensation, though he didn’t seem to understand the value of copper at all. After the guards had dragged him to the side of the road, we carried on our way and I was most surprised to see Rimbault sitting on the tail board of a supply wagon, drinking with two members of a cannon crew. I demanded to know what he was doing, but it transpired he was teaching one of the gunners about remote viewing so I was obliged to leave him be. Naturally I questioned Tzanden about it, but it seems Rimbault was indeed doing his duty as a good Dwarf ought.

31-133.
Pickled trout surprise for dinner tonight. This is the life! ! We never had such luxuries when I was a gunner. 

Vanndal’s field report number one.
The road is easily scouted between so many good warriors. The country side is open for the most part, with scattered farms and villagers. Occasionally we meet travellers going in the opposite direction, mostly peasants, but also the occasional Halfling heading to Shchjejwhan. Our auxiliary scouts are good and they know the land well. Some of them seem quite decent folk.

31-136.
Thunder and Blood! ! Today ´s news could not have come at a more inopportune moment. After years of upstanding behaviour, Majorita informed me today that she is with child. What´s worse is she refuses to take a paternity test, and Vanndal stands by her. I knew I shouldn’t have let them share the rear compartment but I was moved by a weakness brought about by too much cheese prior to sleeping I don´t doubt. I don’t know what I´m going to do by this ridiculous behaviour. The brethren are acting as if this were some kind of holiday! I gave Majorita a good talking to, explaining the economic benefits of abortion versus the horrendous costs of raising a child, but she refused to even discuss the matter and the only assurance I could get was that she would bear the brunt of the costs from her own purse. 

I thought more on the matter of Majorita´s pregnancy and I realised my error. I went to Vanndal at once and explained that he would have to pay for a female to take over Majorita´s chores at once. The shame of seeing a pregnant woman at our cooking fire, as if we were Gemeinevolk doesn´t bear thinking about. Vanndal understood after I’d explained this to him several times and agreed it was only fair that he meet the costs of such a female as this pregnancy is assuredly his responsibility, though how he can be so sure of that after Majorita has refused to validate the paternity is beyond me. 

31. 137.
With his usual dry wit, Tzanden had a good laugh at my discomfort last night, pointing out that things might get worse yet as Majorita might give birth to a girl. This morning I looked up her family tree and sure enough, they do have a propensity towards female off spring. I confided my suspicions to Alvin, but although he admitted I was right, he was really more interested in a long range rifle Isak had offered to sell him. Naturally I refused. I shall inspect the weapon myself and determine its true value after I have let the matter mature for a few days. 

Majorita made a very cunning move this afternoon, and I am at a loss as to how to circumvent her. She broke the news of her pregnancy in the hearing of the Lady Muscaria’s companion, a most sturdy woman called Titania, and naturally this maid brought the news to Lady Muscaria’s attention. I was not aware that Majorita’s mother had been a nanny to the Lady Muscaria, and such are the duplicitous ways of females that her Ladyship immediately came to meet Majorita and wish her well. I just happened to be close by the door and heard well her Ladyship drop a heavy hint as to her desire to be named godmother to the child. Later I assured Majorita that she need not be concerned about the matter any further. I have given the matter much thought and I have no doubt that such a lucrative connection can only bode well for the child`s future. Now I must think of a suitable name...

31.138.
I received the Prince in our camp and was honoured and pleased to accept his congratulations on our anticipated child. Naturally, as the occasion befitted, I was presented with a symbolic , yet handsome gift of coin on behalf of the child (I had Mordechai count and test the quality of the gold later on) and in return I accepted the gift with a traditional song. The Prince was good enough to compliment me on my memory as well he might, for I pride myself that I am the only Dwarf still living who remembers the fourteenth verse of the Lied Gerburtung as it was sung in my Great Grandfathers day. If only the old Graf could have seen us today. How Proud he would have been of our strength, honour and wealth. Despite the temporary loss of the Old Country, we still keep the old ways alive. How I long for the day of our return to the Blue Valley!

In the evening Majorita brought forth a plump young maid named Gretchen Fuhrtenbaum for my inspection. She is to be our new cook, and was chosen from amongst the camp followers where I am informed her Pork Pies are legend. I decided to put her to the test at once, and asked her to tell me the prices of various commodities. I am pleased to say she was a most enlightened young woman, and though unmarried, is from a family unblemished. Her character was guaranteed by Yrma Axelhof who assured me, for a reasonable price, she had never known the maid to misbehave.  

31.144.
The constant rains and resultant mud left some of the bridges in such a state that writing my journal had to be put aside until the caravan was through the worst passage thus far. The last five days have left me bone weary and worn out. Thank the Father for Gretchen. She is a true and stout hearted girl and even Rimbault seems to obey her. Her pork pies are indeed noteworthy and I have hatched a scheme to have them made in batches and sold, hot, for a reasonable price, to the soldiers.

31. 145.
 We are only a few days from Caer Gwyrdd Bant now. Vanndal and Alvin have already been there and returned early this morning with a big cheese for me. They were both pleased and welcoming to Gretchen and paid me compliments on my choice of a cook. I reminded them of old Besvima whom I had employed in our first days in Debar´kaal (Book IV. Chapt XIII). Now there was a fine cook, and an obvious example of my financial prudence.

Rimbault and Barribus have been hanging about the wagon a lot recently and I suspect they are pestering Gretchen for pork pies. I admonished them, refusing to pay for their greed, but lo if they didn´t snigger and carry on like two small boys. I told Gretchen not to give in to their demands and told Mordechai to keep a close watch on our flour and meat expenditure.

24 August 2008

The Memoirs of Magbus - VII XXVI


The Memoirs of Magbus of the Most Noble House of Rammstein.
Lord of Rothstein Pass, Protector of the Northern Passage and Jarl of Karnigshof.

~~~~~
Book VII. Chapter XXVI
~~~~~

31.114.
We have arrived at Shchjejhwan. As usual, the Elvish city is a morass of depravity and waste, with moneys scattered far and wide and without any regard for propriety. I was pleased to meet old Tzanden Ivorius again. Its been such a great long while since I last saw him (See Book III. Chapt X) and he has aged considerably. His hair, now a respectable white has unfortunately grown sparse and so he has cropped it short. Long gone are those thick flowing braids I so admired at the officers academy. I came across him sitting in the Prince´s quarters , looking aged and tired, though he is fifty seven years my junior, he looks as old as I do now. His face is lined with the signs of resignation and the years of hard servitude in the service of his Royal Highness, but his eyes remain clear and alert giving the lie to the world weary physiognomy with which he presents himself to the world. He looked up from the many papers upon his desk, and I spied numerous accounts and logistical concerns laid bare in his ever neat and impenetrable hand, and upon seeing my face, smiled such a smile as warmed my heart exceedingly. ”Magbus” He cried out and flung his arms wide, upsetting a pot of ink and causing a stain upon the Elvish desk at which he sat (and whose legs had been sawn shorter to accommodate his proud stature). ”Tzanden!” I replied, my voice breaking with emotion. ”How many years have not passed since last we met? Embrace me as my dearest brother!” We embraced in the manner of the old court, and my eyes filled with tears for that long lost glory, the splendour of which is not to be seen in the world today, and for a moment, I saw in his eyes the reflection of my own thoughts. Then, as a young cadet seconded to my battery in the Royal Artillery, he had been witness to the Battle of Hedienburger Forest (and the rout of Baron Jaspen, may he rest in peace).

There was no time to reminisce alas. My appointment with the Prince was nigh but Tzanden took my arm and led me into the Royal apartment where our most glorious Prince Draken Manzimilan was seated amongst numerous dignitaries and Elves. I recognized Ezebria straight away, how could I not recognize my young cousin? She was seated beside Melodia Stahlenburg and an old Elf woman with a hard and cold demeanour, the like of which I have seen in Debar’kaal on the face of the Lady of the Lakes. No doubt this Elf was kin to the Lady Therium, but I did not recognise her, nor was she introduced as the Prince rose to greet me most respectfully and with a deference that did not go amiss. There were several persons from the old country present, many of whom I recognised as financial allies of the Prince, though unrelated to the Artillery Company, and I can only assume their presence was an indication that his Royal Highness may at last be considering a return to our ancient homeland. How long can he wait upon his brothers indecision after all? I looked long and hard for any indication that the Prince might indeed be considering a bid for the throne, for I was eager to express my support for such a move, but his Highness kept his mind away from his face and betrayed nothing but kind regards for me.

After the Prince had granted me great respect, Ezebria came to sit beside me by a window over looking the city. We spoke long and hard about family matters for it has been an age since last I had any dealings with my kin, (see Book VI. Chapter XXII). My brother Johun has passed away since last I had any word from Jaggenhof which makes me the last surviving member of my Fathers children. How the weight of that responsibility weighed heavily upon my brow! My pleasure at meeting so many old friends and family could not hide my sorrow I am afraid to say and Tzanden soon pleaded official matters to rescue me from the company of Elves and lackeys. How dark is the fate of princes to be forever cursed with such company.

In the evening there was a banquet of course, and amongst the fine guests I met Duc´Krungen again (Book II. Chapter IV), and Lady Ivy naturally. They too have aged considerably, and I am almost convinced that her ladyship was wearing a wig. Krungen is fatter than ever and his exile does not appear to have diminished his wealth in the slightest. He always was a cunning devil. I also made the acquaintance of Levinius Levin, a Lawyer of some repute (said to be the richest of his caste to have fled the Old Country). I made sure to drop Mordechai’s name, to which he responded as graciously as only a Gnomish Lawyer can.


31.115.
Vanndal, Alvin and Gunnturun undertook the purchase of ammunition and supplies with the moneys to which I had allocated. Mordechai spent the day at the offices of Levinius Levin, but try as I might, he refused to divulge any news as to the outcome of this meeting. I take it; he was rebuffed for he spent the rest of the day shut up with his accounts and would not eat his supper with the rest of us. Barribus and I spent the day going over our supplies and weapons to make sure everything was functioning. As usual Rimbault was nowhere to be seen. Majorita tells me he didn’t come home last night.

31.116.
Paid the exorbitant fine to have Rimbault released from the gaol and had Mordechai dock the amount from Rimbault´s allowances.

31.120.
And thus we left the Great Elvish City of Shchjejhwan at last. I have no time for Elves and their lackeys, but their gold will gladden our savings and his lordship struck a good deal I believe. Mordechai assures me that he has seen a copy of the contract and vouches for the possibility of increasing our fortunes. Majorita, Mordechai and I are travelling with the main caravan, whilst Vanndal, Barribus, Vanndal, Rimbault and Gunnturun have been assigned duty as forward scouts.

31.124.
The road is long and hard, but our wagon is bearing up very well. It has been such a long time since I was on the road that I feel almost young again to have the reins in my hand. Each afternoon when Vanndal and the others return, Majorita cooks up a great pot of meat stew, and we share this with Izak Stern and his boys. Stern is a strange sort. No noble, he was nonetheless forced to flee the Old Country due to his duties in the King’s Service. I take it he was something of a Secret Policeman, for his current duties remain equally obscure. His reputation is fearsome however so I am pleased to have him and his gang along with us on this campaign. His brother Urius acts as his second in command and I noted with pleasure that Rimbault took a great interest in debating thaumaturgy with him. With luck, perhaps Rimbault can pick up some useful tricks. It’s about time he developed his repertoire!

31.126.
We saw the Prince’s gyroplane today. It landed in an open patch of ground and the Prince joined the caravan at last. There had been some concern that his Highness would stay in comfort in Shchjejhwan, but naturally I dismissed such talk. Vanndal, Alvin and Gunnturun were all assigned to guard the ‘Valkyra’ whilst she was on the ground, and they later had much to tell us at supper. It seems the Prince has built an old Mannsfoschen, Type XII Jäger transportvorrichtung, but with some added features from Black Tor, including a very fine, six barrelled Maschinengewehr slung under the nose and slaved to the bombardier. Rimbault says he is building something similar in his Riegeren Armour project, but so far his attempts to correct the interface have met with difficulties.
Muscaria Pankratz-Kauenhofen was also on board the ‘Valkyra’, and her presence completes the company’s roster. From today we are now at our official fighting strength.

31.128.
Rimbault was not present at this mornings muster and we had to send Alvin to go and find him. It seems my youngest brother has already fallen foul of a doxy for Alvin found him amongst some of the camp followers in whose company he had apparently spent the night drinking, playing cards and fornicating. I expressed my annoyance in no uncertain terms but I fear it will have little impact. Rimbault is depressingly disinterested in his own economical circumstances and merely shrugs aside fines and penalties that would leave any sensible dwarf in a state of disharmony.

23 August 2008

More about Caer Gwyrdd Bant and Caer Addoer.

Caer Gwyrdd Bant lies in a wide, grassy vale, at the confluence of 5 rivers; 3 of them converge just above the city, the others below. All of them have numerous fords, most of which are useable even for most of the wet season. In the dry season only the very smallest boats can navigate upstream of the city.
The city lies on both sides of the main river, and is linked by a very well built stone bridge.
The main harbour is in the flatter, Western part of the city. Finer houses are in the East. Smelly industries are in the West (the prevailing wind is from the Northeast).
City walls are unimpressive structures of brick and stone, with regular but low towers. There are 2 gates, West and East.

Caer Gwyrdd Bant owes much of its wealth to cattle and horses which roam the wide grassy river valley.
The city is ruled by a nominal democracy, but in practice the parliament is dominated by representatives of the wealthier landowning families. The balance of power between them is both delicate and fairly subtle. There is no obvious overall leader.
Following the bad news from Caer Addoer, in theory the parliament should propose a number of candidates, and all the male citizens elect a military commander. This had not happened by 31.153. In addition, the army was actually being demobilised as the wet season was imminent.
They have sent some couriers; a charioteer that can change horses (and perhaps vehicles) could travel to Caer Addoer in 2 days.
The leaders and common people seemed genuinely pleased to welcome foreign troops.

The urban population observe the trappings of religion; some are cynical, others are superstitious. The peasantry are rather more enthusiastic. They all worship a fairly diffuse pantheon, that overlaps with those of neighbouring cities. The most important gods are the Bull God, the Thunder / Fertility God, and the Goddess, but there are dozens of them. The priesthood is supposedly aloof from politics, but meddles by various means. It is neither particularly powerful, nor united, though. The churches reinforce the generally friendly attitude to Elves.

Some priests / priestesses, seers and athletes practice moderately organised Magick. Soldiers, sailors, gamblers, midwives and cattle breeders sometimes learn a little as individuals.

The Afon Addoer below Caer Gwyrdd Bant is maintains a depth of 1 m, even in the dry season. Boats (and very small galleys) can navigate it for most of the year, and only the desperate use the few marginal fords. There are no bridges.
The road to Caer Addoer runs parallel. It is somewhat makeshift; a track, with potholes filled in with stones until much of the width is firm but bumpy. Minor rivers are crossed by fords. There are several small towns / large villages on the way.

Caer Addoer lies above the convergence of a couple of rather larger rivers (they are 100 - 200 m wide adjacent to the city). There are no fords or bridges, but there are, apparently, some fairly impressive ferries.

Prelude - Part I.

[Dates are shown in the form {year}.{day of year}, although local conventions vary a lot. 
31.120 is the 120th day of the 31st year (31 being somewhat arbitrary, but it has been 31 years since civil war broke out in the Archonate). Many Faeries would call it the 120th day of the 6th year of the 2 207th age (30 years) after Igra (or 2 206.6.120 AI). Actually they would probably mention months as well. 
For reference; 31.122 is the Dark of the (Shield) Moon (which has a 30 day cycle).
]

Links to the maps: Low resolution version on this page / High resolution version

The BVAC assembled at Shchjejhwan, with their heavy equipment transorted by ship.

They left Shchjejhwan on 31.120, reckoning on 40 km / day, or 30 days to cover the 1 200 km (by road) to Caer Addoer. They would arrive around 31.150; about 20 days before the rains start (the wet season generally starts about 1 month before the solstice). This would allow them to guard the city whilst Osrijhe starts them building heavy galleys. Construction could take place during the wet season, and a combination of rising water levels and a new fleet would convert the Afon Addoer into a barrier.
Scouts moved 1-2 days ahead of the main column.
There were by no means the only troops moving Northwards; the 400 mercenary cavalry of the Black Free Company of Montfort had left a few days before, and would probably make slightly better time.

The first part of the march went well; Y Ascia by 31.124, and Caer Chlegr by 31.128. Beyond that there are no more of the fine allweather roads. The country North of Caer Chlegr is hilly, and the local roads have steep grades and sharp turns. BVAC followed local advice and headed Northwest. Dry roads didn't pose much of a problem, but every minor bridge had to be inspected and either strengthened or bypassed, as they had not been designed to support heavy traction engines. 
The pace picked up again over the flatter lands South of Caer Gwyrdd Bant, then slowed once more as the column crossed the ridge.
BVAC arrived at Caer Gwyrdd Bant on 31.153.

Local news (probably at least 5 days old) was that Enemy armies had already engaged the Addoan army.
Some Gwyrddian troops had already marched or ridden to their aid.
The Black Free Company had arrived on 31.145, and had ridden Northwestwards on 31.149, before they had heard about the enemy. They had left the message that they would explore the open lowlands upto the South bank of the Afon Addoer. 

This leaves BVAC with several options [Jan can determine broad BVAC policy]: 

§ Most of BVAC can remain in Caer Gwyrdd Bant whilst they gather intelligence. They can distil fuel for their internal combustion engines from local wine, or start their own brew of old straw / woodchips (which will be far cheaper, but require 10-20 days). BVAC already has alcohol, but will need a reliable local source eventually. 
§ BVAC continues directly to Caer Addoer on the East side of the river. 
§ BVAC goes Northwards, but on the West side of the river, as the traction engines can probably make better time on the flatter ground.
§ Something else. 

In any case, scouts can move ahead of the main column.
It is about 250 km to Caer Addoer, but more like 300 km using local roads (or on the river). 
The heavy trikes, with full fuel, have a range of 400 km. Bikes 100 - 200 km. This is not enough, especially as it does not take uneven terrain or emergencies into account.
Valkyra has a nominal range of 400 km, but can replace cargo capacity with more fuel.

22 August 2008

Weather, Transport and Logistics.

Weather.

Shchjejhwan lies in the lowlands near the equator, so the climate is consistently warm and wet [though neither as warm nor wet as a similar region on Earth]. There are no meaningful seasons. Typically mist clears soon after dawn, but clouds start to appear in the afternoon, followed by heavy rain in the evening. On some days it doesn't rain, but on others it doesn't stop.
There are hills and soaring mountains nearby. Temperatures are cooler at higher altitude; eventually there is a tree line and a snow line. There is notably more rain (or snow) on Eastern slopes, whereas Western slopes are drier.
All this rain has washed a lot of nutrients out of the topsoils. Natural soils cannot sustain farming, but careful agriculture has created little enclaves of fertility, where 2 or even 3 crops can be harvested each year.
The more civilised societies have built and maintained both allweather rodes and navigable waterways.

Climate is more seasonal North of the ridgeline that runs from Krug Marius (Lye) to Caer Llochesa. During the wet season the weather is similar to that around Shchjejhwan. As it starts, the locals plough, and plant most crops. They harvest some vegetables towards the end of the wet season, but most crops during the start of the dry season. Soils are naturally more fertile, but have not been improved.
In the dry season (which is winter in the Northern hemisphere), rainfall is sporadic, if there is any rain at all. Average temperatures are much the same, though the nights are cooler and the days hotter.
Societies are less organised; there are roads, but they are prone to mud in the wet season. Most warfare and trade takes place in the dry season; crops can be looted or destroyed, and the roads can support wagons. Waterways are shallower, of course, but currents are more maneagable.

Terrain.

Possibly the most significant terrain on the map is the ridge.
Rivers mostly flow Southwards of Eastwards on the South side of the ridge. On the North side of the ridge they flow Northwards or Westwards. The rivers do not interlink. The only allweather road that crosses the ridge is at Caer Frith.

Transport.

[Distances are shown in km / m, although there are a great many local units, the most common of which are the League (~ 5 000 m), and the Pace (~ 0.75 m).]

People can walk in all sorts of terrain, but cannot carry much; perhaps dried and concentrated food for as much of 10 days.
Typical infantry can sustain 40 km / day over level terrain, runners / light infantry, unencumbered with supply might make 60 km / day, and wandering civilians are more likely to achieve 15-25 km / day.


Many pack / draught animals can graze on local vegetation, but maintain their condition much better if supplied with concentrated fodder.
Most pack animals can carry much heavier loads than a person.
Locals use oxen for ploughing and as draught animals. They can sustain 10-15 km / day, grazing as they go, slowed by hilly country, but fairly effective over soft ground.
In the hills they prefer donkeys to carry loads, at least locally. They are allowed to graze, and are generally led by people on foot, sustaining similar distances. They are sure footed in rocky ground, though ill-suited to mud.
Locals sometimes use mules as pack / riding animals, and foreigners mules or ponies for pack / draught / riding. Hardworking animals require concentrates; each can carry enough for 10 days. They also need water, though this is usually available from streams or wells. They can sustain 50 km / day over most terrain.
Horses are faster, especially over good ground, but even with concentrates they cannot sustain their higher performance. Locals do not have large draught or warhorses, nor do they use advanced horse collars (this does not matter as they only use them to draw light chariots; and the chariot horses have bulky neck muscles).
Locals do not have mammoth. They are the largest pack / draught animals. They can sustain as much 40 km / day if supplied with some additional fodder, but are unsuited to mountains or high temperatures.

Wagons can carry far greater loads than draught animals, but are very sensitive to terrain.
Many local wagons have a single axle, others have 2. They are usually drawn by oxen, moving at 10-15 km / day, grazing as they go, maybe 25 km / day over level, dry ground, and if supplied with some additional fodder.
Most foreign wagons have 2 axles, and can be drawn by horses / ponies / mules / oxen. Under ideal conditions, on a level allweather road a horsedrawn wagon can make 50 km / day, but sustaining 25 km / day is a more likely average over bad local tracks (especially in the wet season), or 10-15 km offroad in the hills.

Watercraft have higher capacity even than wagons. A boat can sail 100 km / day under ideal conditions, but 50 km / day is more common, perhaps 25 km / day in difficult conditions (such as against a strong current, on a winding river and/or including portages). Nevertheless, transport by water is preferable unless there is no alternative.
The Boats Post has more details.

BVAC has 2 traction engines. They require prodigious quantities of fuel (charcoal is best, but they can burn anything), and water. They are geared to tow their design load on a level allweather road at the same speed as mule-drawn wagon; 40-50 km / day (although this can be doubled if they are driven continously, day and night). Traction engines can deal with moderately soft ground, but have severe difficulties in deep mud or over broken or hilly ground, and of course amongst mature trees.
BVAC has a number of other vehicles that can move much faster, even over fairly difficult terrain. Km / day is not as important as range, which depends upon how much fuel they carry, terrain, and speed. In practice, range cannot exceed a few hundred km under ideal conditions.

For comparison, a Gryphon has a (sustainable) range of 750 km / day. Shchjejhwan to Caer Addoer is 1 000 km (over 1 200 km by land).

Logistics.

Local armies rarely travel more than a few days from their own, or an allied city. Infantry march with their own equipment, occasionally accompanied by bearers and the occasional pack mule. Chariots drive, with a few spare horses. Engineers drag a few things on pack animals, but build as much as possible on site.
Because they campaign in the dry season, water can be a problem. Otherwise, if a city is beseiged, the attackers try to live off the land as much as possible, and think about supply routes later.
Locals with boats are rather more organised.

Dwarves are masters of logistical warfare, at least on land. BVAC is a long way from a Dwarven stronghold, though.

Shchjejhwanese armies can move far and fast, thanks to a combination of horse drawn wagons and transport ships. Initial Shchjejhwanese strategy is not to commit their own field armies though.

Archonitic logistics are quite effective, and along similar lines; watercraft if possible, with horses and mules drawing supply wagons. In winter, they use sledges over frozen waterways. They think on a larger physical scale than Shchjejhwanese, but obviously a shorter timescale. On the other hand, Gregorius has been commandeering local resources, and cannot have as many heavy draught horses as he is used to. Or warhorses. Or Iron.

The Dark Legion is mostly heavy Trollish infantry. Legionaries can carry a huge amount of equipment, but even they have a maximum range. For political reasons they do not have any bases near Lye controlled lands.

Lye Haladniye do not need much in the way of supplies, so they just march.

Communication.

Locals make a little use of communications Magick (usually between field commanders and their home cities). Otherwise they use messengers, beacons, birds, flags, mirrors, horns and drums.
Shchjejhwan, BVAC and the other allies have much more sophisticated communications magick, but also countermeasures, and it is possible (perhaps not likely) that Human Clerics could jam, or even intercept this type of communication. There are backup plans, including Gryphon couriers. The Technician remains at Shchjejhwan, although there will be a small number of forward command centres.
Gregorius probably has limited communications magick (although it involves monks), almost certainly the most sophisticated non-magickal communications, but also the largest army to control.

19 August 2008

NPC - Fychan.


Fychan is a dirty boy of indeterminate age; he looks less than 10 years old, but is probably rather more, and has the cynicism and worldliness of few adults. His hair and eyes are dark, and his clothes are a mixture of scruffy rags and quite reasonable garments that he has acquired by questionable means. Iones' Mother sometimes washes them. Fychan is often noisy, and usually a cheerful rascal, unless there is work to do, or of course if he is stealing things.
He is somehow associated with Rhys, possibly his son, and is effectively a member of the Pathfinders. He is a fairly effective spy as he can infiltrate groups of people, complementing Anwar. He doesn't fight, although he is a good shot with a sling, and no doubt he owns a knife. [Fychan is classed as (O) Skirmisher, armed with a sling, but he will not allow an opponent to close with him if he can possibly help it.]

NPC - Rhys.


Rhys is a squat and powerful man of limited imagination, but great cunning. He favours dark clothing, and even his full bronze plate armour, helmet and shield are painted black. Mostly he is a man of few words, but occasionally his temper, or humour, explode.
Rhys is Iones' second in command of the Pathfinders; effectively a sergeant. He is also an uncomplicated killer, with a particular eye for the spoils of war. He will not cheat Iones, nor doublecross the Pathfinders, but his morals are otherwise fairly flexible. He is probably the Pathfinder's most dangerous fighter, using spear / javelins, a heavy, single-edged bronze blade that resembles a falchion, a knife, stick, or even his fists. [If armed, Rhys is classed as (S-Off) Soldier (although, in a frenzy. as (S-Off) Warrior), usually with shield and at least some armour. If unarmed he is (S-Off) Crew.] He can drive a chariot.
Rhys may have parents and siblings somewhere, but he never mentions them. He regards women as short-term entertainment. Fychan may be his son, though.

NPC - Anwar.


Anwar is a tall and athletic man, with long, blonde hair. He is mostly quiet and aloof, and somewhat of a perfectionist. He generally wears light, practical clothes in subdued hues.
Anwar is Iones' Pathfinders' best tracker and hunter; he can move in uncanny silence in most terrain, but he cannot mingle with people. Needless to say he can also forage, lay snares and traps. Possibly he is the most intelligent member of the Pathfinders, and something of a philosopher. He is also an effective fighter, with or without his bronze cuirass and helmet. [Anwar is classed as (S) Soldier, whether he is fighting with a spear or bronze rapier. He usually uses a shield. Unusualy, he has made himself a bow, but cannot use it to great effect (= +1 at 18).]

NPC - Iones' Mother.


She is only known as Iones' Mother; a woman who looks as old as the stones, her face wrinkled like an apple. She is generally cheerful, always working, occasionally giving the Pathfinders a piece of her mind. She knows a lot of folk wisdom; most of it erroneous. Her usual attire is a black wool dress outside endless layers of white, embroidered linen. She is quite wealthy. Her scarves are unconventionally embroidered in bright colours (most women of her station would wear black linen). On the rare occasions that she gets drunk, she sings appallingly. 
Mother accompanies Iones' Pathfinders in her capacities of quartermaster, accountant and the one who tells everybody what to do when they are not fighting. Her haggling abilities are legendary.
[Mostly civilians are classed (O) Crew, with older people (I) Crew with reduced movement. Mother is a spry old woman; (O) Crew, 0 at 18 with a sling, and move 10 8 6.]
Her husband is long dead, and the other children dispersed. She accompanies Iones in the hope that he will settle down with a respectable wife. There are rumours of another son who is a black sheep, at very least.

NPC - Pathfinder Captain Iones.


Iones is a tall, dark man, with clear grey eyes, and oily hair. On campaign, he is a quiet and efficient leader, popular with his men, but as a civilian he is opinionated and argumentative. He wears finely woven, though not elaborate clothes, generally avoiding the sorts of colour that stand out against a natural background.
Unlike most free men of Caer Gwyrdd Bant, he is a professional officer, rather than merely owing seasonal military service. He owns a full set of bronze plate armour, helmet with black horsehair crest, shield and even a chariot, but he usually prefers to fight with lighter equipment in most circumstances; javelins and/or his bronze rapier. [Iones is classed as (S-Off) Spearman with or without shield and armour.
Iones leads a versatile group of footsoldiers who call themselves Pathfinders. They are scouts, but have been known to hunt bandits, infiltrate enemy positions, murder rival politicians and dispute broken terrain. Iones' Pathfinders do not have a fixed roll; there can be anything from 10 - 50 active, 80 if everyone who was once a member gathers as a single unit. [The Pathfinders are evenly divided between Spearmen and Skirmishers, and these are evenly divided between (S) and (O). Equipment is somewhat variable, but usually only a shield, light armour, javelin / spear, sword / knife and sometimes sling. The unit is classed as (S) Auxilia.
The Pathfinders have been sent to assist Caer Addoer, to observe, and no doubt to loot.
Iones is accompanied by his mother.

NPC - Elsara the Huntress.


Elsara is a large and bouncy Sidhe / Paskuan lass with spectacular golden hair and an over-the-top super-heavy crossbow. As an Elven / Human crossbreed, she is technically a Halfling, but she looks and behaves nothing like the inhabitants of Shchjejhwan or Debar'kaal. Elsara is a physical sort of girl, as strong as most men, and capable of looking after herself in the wilderness. She looks about 20, but may well be much older. She dresses in several styles according to circumstances; light linens, multi-layered tunics of 4 colours (white, green, russet, black) with a little gold jewellery, sexy high riding boots, or if she is hunting; something like a black boilersuit with hood and headscarf, and either barefoot or gum soled light shoes. She often wears Paskuan-style polarising / mirrored sunglasses (designed to reduce the snow glare). She doesn't carry large quantities of Iron, as Faeries can sense it at a distance. 
Elsara uses an exceptionally powerful Crossbow, with short limbs, eccentric wheels and twisted fibres. It incorporates exotic Paskuan alloys, some guilded, and has sophisticated sights with adjustable lenses. Reloading is slow. She claims that a girl with her build couldn't use a longbow. [Elsara is classed as (E-Off) Bowman, but shoots as if Artillery.
She had seen service as a mercenary around Debar'kaal, and most recently had been hunting the Hungry Things that had attacked the minor settlements South of Hicksville. It was there that she met the Brothers Rammstein, and later heard of the impending war beyond Shchjejhwan. She travelled North at the same time as the Dwarves, but didn't sign up with BVAC.

NPC - Ewan.


Ewan is a young man with considerable talent, and ambition to match. Of medium height and build, he is strong, fast and agile, and even fairly intelligent, though naïve. He favours a rather fine black goatskin kaftan, and has a high opinion of himself both as a soldier and as a sexual magnet for young ladies. 
Ewan grew up in the hilly country Southwest of Caer Gwyrdd Bant. As a boy he decided that life owed him more than a future of staring up the arse of a goat, and besides, he soon exhausted the possibilities of the local shepherdesses. He managed to pursuade a fat man from his village to provide him with a shield and spear, and took his place as a light hoplite in the style of Caer Frith, though known as a Runner Out. His function was to engage enemy skirmishers; running them down and engaging them if possible, but always protecting his own shieldwall. This suited his temperament, as he prefers individual combat to the line of battle, however he really wanted to become a charioteer. So far this has proved impossible, but he has attached himself to a small expeditionary force of Iones' Pathfinders, sent from Caer Gwyrdd Bant to assist Caer Addoer. [Ewan is classed as (S) Warrior, usually with shield, and with whatever body armour he can get hold of at the time, but he is deadly (= +2 at 8) with a javelin. He is a mere trainee (I) if he has anything to do with moving horses.]

NPC - Captain Di Effans.


Di Effans is an old and somewhat bitter man. A large man, hunched within his greatcoat, he has a mighty voice when he needs it. Di has no family, and his son drowned several years ago.
He owns a trading boat with the unlikely name of Naiad. Mostly she sails between Caer Addoer and Caer Gwyrdd Bant, occasionally towards Caer Caregos. Naiad is an open boat a trifle over 10 m long at the waterline, and capable of carrying a couple of tons of cargo (but not horses). She has a single mast and a square sail (and a wider spare sail). Di tries to fill all of the key functions himself; captain, pilot (he knows the rivers like few others), helmsman, the sailor who controls the sail from the stern, and the sailor who controls the sail from the bow. Obviously he cannot do this, and hires variously competent hands to make do. Naiad can usually be sailed with a crew of 3, but she carries 8 pairs of oars for moving against a strong current; Di usually hires 5 hands. He is somewhat torn between the financial opportunities of war, and the real chance that Naiad will be comandeered or destroyed. 
Di is wealthy enough to owe military service to Caer Addoer. Normally his son would take his place, but Di is also wealthy enough to equip another young man of ambition and slender means.

NPC - Dafydd the Slinger.


Dafydd is a fairly typical man of the Dylwyth Teg. He is a small and wiry peasant from a small village between Caer Gwyrdd Bant and Caer Dduwies. Dafydd looks fairly weatherbeaten, but is actually in his late 30s [there are, however, 400 days in the Sheev'dran year]. He is somewhat dishonest, likes singing (badly) and dancing (remarkably well) and is generally cheerful unless drunk. His black linen headscarf is characteristic of upland peasantry South of Shchjejhwan.
Dafydd tends the village olive grove and vineyard for his share of oil and wine, grazes his own goats on communal land, and raises vegetables on his small plot.
As head of his meagre household he owes military service to his village and Caer Gwyrdd Bant, and is willing to take up his sling and bronze knife [Dafydd is classed as (O) Skirmisher / Psiloi].
Dafydd has 9 surviving children from 1 to 14 years old, 2 of whom are by his second wife Blodwyn. His main problem is that he has 2 mothers in law living in his ramshackle house, though fortunately they rarely see eye to eye.

18 August 2008

NPC - Osrijhe the Shipwright.


Osrijhe is nominally a Halfling, but appears to have a sufficient proportion of Human blood to grow a straggly beard. He looks like a powerful man in his prime, bald and muscular. He is actually in his second century. His demeanor is quiet, and he takes his time to assess things, and even longer to speak his mind.
He is a craftsman and designer; the foremost naval shipwright in Shchjejhwan. Osrijhe is normally in charge of construction and maintenance of the city's small Galley fleet. He has little to do with naval procurement, nor does he command ships (except, occasionally, during trials) however, and has long dreamt of building larger and (from his point of view) more exciting warships. This is clearly his motive to support Shchjejhwan's naval support for the Human cities of Caer Addoer and Caer Llochesa. The plan is for him to travel to Caer Addoer at the end of the dry season, to assess their shipyards and start the rapid construction of some ordinary [(O)] and heavy [(S)] galleys. Depending upon how the military campaign unfolds, he would then do the same thing at Caer Llochesa. Details of how he intends to travel, and of his escort are closely guarded secrets, though once he starts organising the shipyards his presence will be impossible to conceal.
Osrijhe's wife is Anja; a fine and beautiful Halfling. He has a small son, and several apprentices whom he treats much like sons.

Eran Edar and the Lost Army.

Eran Edar is Palle's PC. If Palle sends me a couple of sentences or paragraph of character description, I'll edit it into this entry. 

Eran Edar is a mercenary from Sulayfjord in the Archonate, who made his way to Debar'kaal to fight in the most recent civil war. He fights with a Sword in each hand, and although not a religious fanatic, he can call upon the Archonitic God, who may grant him supernatural aid. 
Things were going well until he attempted to invade Hanijhaar via Teleportal. 
Use of Teleportals is generally avoided by sane people, because the small chance of spell failure is utterly catastrophic; grotesque blending if the victim is lucky, more usually eternal / timeless banishment to the mind-destroying dimensions between realities. 
Eran convinced 7 000 troops, mostly Hara and Monte Rosans, to follow him, because the Teleportal used the Heiroglyphs of Debar'kaal and Hanijhaar, rather than conventional Magick. Glyphmasters in Hanijhaar had been, supposedly, bribed by Dhalisan.
Eran had actually been sold out, and the army vanished from the local area and time.

Expecting to arrive within the city of Hanijhaar, the army had few horses and limited supplies. 
They actually arrived, somewhat dispersed, in an empty landscape devoid of people or even buildings. It appeared to be another part of equatorial Sheev'dra (the stars and Shieldmoon were as they should be), but communications Magick and even prayer failed to reach anyone outside the army. This suggested that they had entered another, distant, but outwardly similar version of reality, or were victims of time travel.
Communication did succeed with other elements of the army.
The land was flat, or fairly flat; a mixture of grassland, scrub, and some woods. There were few trees older than a few decades, perhaps none. The local wildlife seemed unused to Humans, or any other intelligent hunter. There were few ordinary predators, but vast herds of familiar grazers. 

After only a few days, they started to notice some unusual animals. These were obviously newcomers, because the local wildlife was as unprepared for their increasing depredations.
These animals were clearly C-life; like Saer they had 6 legs, but their heads were more like those of giant insects with a hard carapace, lateral mandibles and compound eyes, but also with 6 tentacles. They were quite variable in size, colouration and proportion, but no one had seen anything like them before.
The hunters had the size and proportions of hunting cats, with straw coloured to tawny fur, amber to chestnut heads. They exhibited a couple of very worrying characteristics; they could run as fast as cheetahs, and their hunting was highly coordinated.

From then on, things became worse.
The animals seemed to be voracious predators intent upon stripping the whole area within weeks. They were intelligent, though uncommunicative (admittedly Eran's people didn't make extreme efforts to talk with them). They were also aggressive. 
Fortunately, although frighteningly fast, they seemed to be vulnerable to arrows (which the army had many of, though supplies were limited). 
The army started to construct a small number of fortified camps. First they cut and set stakes, then constructed earthworks and palisades. These were never really finished, but served their purposes over the next few months.
The animals became more aggressive, day by day, and larger, heavier and more resilient types started to appear. These were darker and fiercer, using military (rather than hunting) tactics, and were nothing like as vulnerable to arrows. Some were red beasts the size of lions, but far faster, others darker and more massive, slower but almost impossible to kill. A few had single horns (apparently part of the beast, rather than tools), in the fashion of a narwhal tooth, but black and uncanily sharp. They were also, obviously, intelligent. Some used their own missile weapons; small objects that burned things at a distance in the manner of Flamelances (perhaps not as powerful, nor mounted on a shaft). Some of these captured weapons worked for a while, but most proved useless. 

The army started running out of arrows. Some of the Hara reverted to using slings, but Monte Rosan Crossbows would have been more useful.
Some useful supplies appeared mysteriously from more Teleports; crossbows and ammunition of Dwarven manufacture, wood working tools (for the palisades), as well as food. It was obvious that someone had an interest in the army winning, and that they were observing.
Although unknown to Eran and his companions, other people discovered that (most of) these items had been supplied to Lord Sumay, and that he was spending more money than Hanijhaar could provide.

Eventually Eran lead a desperate counterattack towards what appeared to be the source of the warlike animals. This was a cave beneath a hill; or perhaps an artificial earthwork. It was an all-out effort, and he ended up charging down the throat of swirling blackness; another Teleportal.
Perhaps 3 000 of the 7 000 troops he started with had survived up until then. Eran didn't know how many of the 3 000 survived the final assault, how many were dispersed, or how many followed him. He lost contact with Sir Bogomil at the end, but did not see him fall. 

The Teleportal did not lead to the heart of a crawling bug nest, but appeared to dump Eran, and perhaps 20 of his companions (mostly the hard-core survivers of his, somewhat idiosyncratic, Hara-derived women bodyguard) into yet another part of equatorial Sheev'dra. The vegetation appeared to be suited to a dry climate; most appeared fairly parched, but it had rained recently. [It is the begining of the wet season in the Northern tropics, but the world is cooler and more arid than Earth. Vegetation is fairly similar to what one used to find around the Mediterranean.]
There were some fairly large and ancient trees nearby; olives and some sort of oak, but no people. On the other hand, it was just before dawn, and visibility wasn't that good.

Despite being utterly exhausted and many being wounded, Eran's women were nothing if not proficient soldiers. Most sought cover amongst rocks and thorns, whilst a few kept watch. 

Soon after dawn, a score or so of horsemen rode past. At least some of Eran's group were so tired that the horsemen saw them, or perhaps their horses sensed them. The horsemen circled around the rough ground, and attacked without provocation. 
Their horses were proper cavalry horses, though of a breed unfamiliar to the Hara women. The riders were large men, some of them blonde. They wore steel mail shirts, conical helmets, and carried round shields, light lances (and/or javelins) and sabres. A few used bows. Their standard was a little confusing, apparently in the form of an inverted 'L' or gallows, it bore hooded crow clutching a pentagram.
Eran Edar recognised their type; cavalry from the Archonate, but not their standard. Despite his efforts, his countrymen seemed bent on rapine, and pressed their attack upon the exhausted companions. All the horsemen were defeated in short order, and none escaped (although this was a close call). Unfortunately none survived for very long either. Eran captured 16 horses, and more or less useable equipment for 20 horsemen, though his women are not great equestrians.
He can be pretty sure that a few horses could wander back to their parent unit, unless he chases them all down. In any case, a patrol has gone missing, so the Archonitics will probably investigate.

Eran learned another thing, though; that he could call upon his God again. Also, that his God appeared to be somewhat confused; there was a feeling of encroaching insanity. [Archonitic dogma claims that God and Humanity have similar spiritual makeup, and there is nothing that denies that God can suffer a fit of madness.

As the sun rose above morning mists, it revealed columns of smoke to the north, and lines of people moving southwards. 

I have posted this entry now, even though it is a little premature, as Eran Edar is a PC.

01 August 2008

Boats and Galleys.

Trade by water is generally faster, cheaper, and often more reliable than by land. The heaviest goods can only be moved by water. Access to a waterway is valuable.
Transport of military personel and supplies is also faster by water. Thus, control (or denial of control) of a waterway can be important. Warships are built for this purpose, but ultimately only to attack, intimidate or protect merchantmen. Many watercraft fulfil several purposes.

Hide Boats.

There are a few areas where the local Humans construct boats of hides stretched over a wooden frame. This may be because they lack good timber suitable for planking, or because such boats are well suited to extremely shallow waters, or just that they never developed appropriate woodworking skills.
These boats; coracles or curraghs, are fairly common along the shores of the Ecten Sea, Eang Llyn and Harryhn Vale.

Hide boats have shallow draught; from 10 cm or so, to 40 cm for the largest versions that resemble monstrous barges. Normal propulsion is by means of paddles, oars or poles, although simple, square sails may be hoisted on 1 or 2 short masts. They do not have keels, but leeboards allow them to sail under control, if not to tack.

As military vessels they are effective transports; 10 or 20 men, complete with armour, spare spears and enough provisions to keep them going for a while, can paddle a lot further in a few days than they can walk. They can scarcely challenge a well manned merchantmen, yet alone a dedicated warship [being classed as (I) Boats], but they can always flee to the shallows.
Although possible in theory, they carry neither horses nor chariots.

Wooden Boats.

Locals favour carvel construction, in which planks butt up against each other, edge to edge, over a frame. Hulls can be smooth and streamlined, upto 30 m long. Normal propulsion is by a combination of oars and sail, although they can be towed by draught animals or labourers, or portaged. Most designs that feature 1 or 2 masts generally have a keel, allowing them to tack against the wind if there is sufficient room. Rigs vary according to local custom, but a single square sail on each mast is most usual.

Most of the local watercraft are boats similar to this.


As military vessels, many are used as simple troop transports; 20 or so fully equipped men, and some supplies can row or sail to where they are needed. Such boats are generally rather slender (a longer waterline is faster, and allows all of the crew to man an oar), light (so that the crew can carry or slide it over shallows), and may have the mast set forward carrying a broad rectangular sail (such a rig is ill-suited to sailing against the wind, when the crew can row, but very fast downwind).
These boats can engage anything but galleys on favourable terms [being classed as (O), or occasionally (F) Boats].
They cannot carry horses.

Galleys.

Some of the Dylwyth Teg, such as Caer Addoer and Caer Llochesa, use Galleys, which are logical developments of their boats. Their basic design is 30 - 40 m long, carvel built, with a ram below the waterline at the bow. Propulsion is provided by about 25 pairs of oars, each pulled by 1 man. There may be 1 or 2 masts, each with a single square or rectangular sail. Larger galleys are decked, and the crew may be protected by moveable leather or wicker screens. The crew are all soldiers and mostly rowers; about 50 in all.
Larger versions feature 2 or even 3 banks of oars, but length at the waterline rarely exceeds 40 m. The most sophisticated types are fully decked, but nevertheless finely tuned and fairly fragile, and like all their type, they are generally taken out of the water and dried out when not in use. Rowing crews number upto 180 or so; 30 pairs of oars on each bank, with a few additional sailors and officers. Rowers are highly trained professional fighting men, although they may not be at their best when fighting ashore as formed infantry.
These are all dedicated warships that can expect to defeat merchantmen and boats [being classed as (F) or occasionally (I) Galleys].
Cargo capacity is limited; provisions for the crew for a few days only. Obviously they cannot carry horses.

A triple banked galley under sail on an inland sea.


Shchjejhwanese Galleys.

Most of the current Shchjejhwanese navy consists of light / fast galleys, along similar lines. There are a number of differences:
Elven hull design, materials and construction is far superior; they are significantly faster under oars. All but the smallest galleys carry the oars on outriggers above and outside the hull.
Sailing rigs are far larger and more effective, especially as Elves can command the winds by Magick; they are far faster under sail. Because they can rely on sail more, the crew do not consume supplies as fast, so effective range is increased.
Rowing crews are specialists, often drugged to increase performance. Larger galleys carry marines whose only purpose is to fight. They also carry some fairly sophisticated light artillery.
They use a spur above the waterline, rather than a ram below; the purpose is to smash oars and/or the rowing frame of the target, rather than to breach the hull. A spur can also be used as a boarding ramp.
A rudder is used instead of steering oars.
Faerie [(F)] galleys can be expected to outmanoeuvre and outfight their local equivalents.

Shchjejhwan naval architects are familiar with heavier galley designs. These are similar to the light / fast ones, but with some characteristics more developed:
Obviously they are larger. Length at the waterline creeps up from 40 m to as much as 70 m. Draught increases from a little over 1 m to more than 2 m; definitely not an advantage in shallow waters. Displacement increases from 70 t (fully laden) to several hundred t or even more; the hull is sturdier.
There may be 1, 2 or 3 banks of oars, but with several men pulling each oar. Rowing crews are larger, but not in proportion to displacement, so larger galleys cannot turn or accelerate as fast under oars. Top speed is scarcely diminished, and such a Faerie warship can probably outpace even a fast mortal galley. Endurance is increased as there are enough rowers to work in shifts.
Larger galleys have better sailing characteristics; again, this is scarcely an advantage in restricted waters. Some of them have 3 masts with fairly complex rigs, and unlike lesser galleys they do not take it all down before combat (normal practice is to unstep the mast before ramming).
Larger galleys carry proportionally more marines. They carry fighting towers and boarding ramps.
Larger galleys carry more and heavier (and, because the hull is more stable, more accurate) artillery; bolt throwers and engines that hurl stones and/or fire. There are also a number of other devices, such as heavy weights that can be swung above a more fragile vessel, and dropped through its hull.
A larger vessel will generally carry stronger Magick of various kinds.
With the possible exception of over-reliance upon Magick, heavier Shchjejhwanese-designed galleys [classed as (O) or (S) Galleys] will generally defeat light / fast [(F)] ones.

They also know about merchant galleys. These are fairly sluggish vessels under oars, but they can carry horses [classed as (I) Galleys].

Archonitic Galleys.

Gregorius could have built galleys in the tradition of his Homeland (he will also have captured some of local construction).
Smaller ones could be clinker built, but the others would be carvel built.
The spur / boarding ramp is carried above the waterline.
Oars are always carried in a single bank, though several men may pull each oar. Oars are carried on outriggers supported by a rowing frame across the hull. Fighting platforms run above the outriggers on all but the smallest galleys, and these may be protected by light timberwork or even interlocked shields.
There is usually 1 or 2 masts, each carrying a single, large, lateen sail. Archonitic galleys sail well (indeed their fast / light galleys need to combine sail and oar propulsion to match the speeds of equivalent Dylwyth Teg galleys under oars alone).
All galleys carry marines; larger ones carry proportionally more of them. Larger galleys carry a fighting tower towards the bow.
All galleys carry artillery; larger ones carry more and heavier artillery (though possibly not as effective as Shchjejhwanese). Heavier engines shoot forwards from beneath the fighting tower, but lighter bolt throwers may be mounted above the outriggers (on larger galleys).
They use rudders, rather than steering oars.
Although unusual in the Archonate, transport galleys are known.
It is not known if Gregorius has built galley fleets, or if he has, what the proportions of light, medium and heavy galleys he would favour. [Roughly: 25 (pairs of) oared galleys would be (F), 35-oared (O), 45 oared (S), or transport galley (I).]

Notes.

It costs more to use a galley for a year than to build a galley.
Excepting the largest heavy galleys, typical provisions are for only 4 days.

Strategy.

As mentioned earlier, Shchjejhwan intends to hold the cities of Caer Addoer and Caer Llochesa, and to use their shipyards to build advanced galleys to control the rivers; Afon Addoer and Avon ag Lawer Aberoedd.

14 July 2008

Map of the Campaign Area.

Map of the Lands about Shchjejhwan. Click to Enlarge.

This should really have been in the; The Cities and Peoples of the War Zone, section. I am far from satisfied with this map, and I may redo it some time, but it will suffice for now.

11 July 2008

The Antagonists - Gregorius and the Holy War.


Intelligence is incomplete about the invaders.
Civil war had wracked the Archonate for over a generation. Millions of people were displaced, some of them sprawling over the border. As the war drew to its conclusion some powerful warlords pulled all their mobile assets away from stronger factions.

The Western border had long been the most porous (the Northern border in impenetrable mountains with icesheet beyond, the Eastern border is open but overwhelmed by invading Plains Chu, and the Southern border is fairly mountainous). The indigenes were Ironpeople, coalesced into various tribes and petty kingdoms. Border kingdoms used to be heavily influenced by the Archonate; almost imitations of it.

This, and the other illustrations, are the work of Viktor Vasnetsov.

Escaping warlords commanded battle-hardened troops along typical Western and Southern Archonitic lines.
1/3 of the army consists of Knights (called Bogatyri), and their immediate companions and retinue. Horses are large, fierce and powerful. Riders wear full mail hauberks (sometimes reinforced) over padding, and steel helmets (extended conical helmets extended over the neck and sides, in the bascinet or barbute style, often with a conical visor). They carry large shields, and use the couched lance and sword. [Classified as (O) or (F) rather than (S) Knights for mass combat.] There might be a few heavier Knights, or more exotic and elite troops.
1/3 of the army is Medium to Heavy Infantry; mostly Spearmen with mail shirts (again, sometimes reinforced and worn over padding), steel helmets (conical, possibly with a partial rim, or kettle helmet), shields, spears and various secondary weapons such as javelins and light swords. There may be Artillery or War Wagons. 
1/3 of the army is consists of lighter troops; Archers (usually with Composite Bows / Crossbowmen / Springboltmen, Light to Medium Cavalry and Light to Medium Infantry [Auxilia]. These may wear mail shirts and/or padding, simple (conical) helmets, and some have shields. 

On the way Southwards, they probably recruited, or at least looted equipment from, locals. Some of the army would have lighter horses, lighter or inferior armour, and more primitive missile weapons.

Gregorius and parallel movements have a number of advantages over the locals:
They are more organised, experienced, and think on a larger scale.
They have superior equipment; heavier horses, more effective armour, steel (rather than bronze or Iron) swords, and considerably more effective missile weapons.
Artillery is well developed, mostly using twisted fibres within metal reinforced wooden frames. Small pieces, mostly light bolt throwers, is highly compact and can be used as mobile field artillery. Medium pieces, mostly stone and/or incendiary casters are compact, though heavy; readily transported to the battle or siege. The heaviest engines are counterweight trebuchets. These can be transported in sections and assembled, or built, on site.
Archonitic troops are also fairly experienced with siege warfare and fortifications, including field fortifications.
They also have better shipwrights and naval architects. 
Besides scale, these are not advantages over Shchjejhwan's Mercenaries, but Gregorius, and especially Grand Master Marcelus, also have religion on their side. They can, effectively, counteract Magick directed at them, especially if it originates from Faerie.

There are probably only a few thousand, maybe as many as 10 000 actual Bogatyri. Then there are their retinues. The warlord Gregorius probably has a command of 50 000, and with allies, opportunists and even the people fleeing before him, he could be bringing over 100 000 down onto Shjejhwan.
Marcelus' holy orders are smaller and tougher, but the rest of his followers are more of a fanatical rabble.
The migration to the East, heading towards Krug Kepler, is less united, but may be just as dangerous.




Illustrations from a Russian book that I would love to track down.

08 July 2008

The Antagonists - Shchjejhwan Expeditionary Forces / BVAC.

Shchjejhwan is an ancient and cynical local power. 
At 100 000 or so, its total population is not significantly greater than the Human states. The city itself is larger, with a population of 40 000. 

Shchjejhwan society is far more sophisticated and productive than its neighbours. Well managed Human serfs and large draught horses make effective use of steel tools and fertiliser; Shchjejhwan exports large quantities of grains and animals. Fine goods, including many that are far beyond the capabilities of the other cities, are produced within the city; many of these are exported. Shchjejhwan also gains from trade via its port and stock market (Dwarves are responsible for much of the land trade). It has also had 18 000 years to arrange local economics and politics in favour of the city.

Elves live a long time (about 3 000 years, but with decreasing mortality as individuals become harder to kill). A mere 2 000 Fair Elves embodies far more capability, in almost any field, than Humans can match.

The Shchjejhwanese army is small, but powerful, and also well lead.
Steel armoured Pike form the core, supported by armoured Crossbowmen.
There is also Cavalry; armoured riders on large horses. If the Elven nobility fight, they equip themselves as Knights, riding Faerie Horses, and with lance, sword and bow. 
Any Elf can always revert to skirmishing infantry if needed, but this is unlikely as there are 27 000 Volki to fulfill light roles.
Shchjejhwan has sophisticated Artillery of many types: Light and heavy bolt throwers, using twisted fibres within a wood and metal frame, as well as light and medium stone (and incendiary) casters, can be deployed as portable field artillery. The very heaviest gravity stonecasters are not so readily portable, but can be transported in sections or constructed of local materials, and moved, slowly, into position.
The Galley fleet is small but sufficient. Faerie hulls are very fast, especially when propelled by drug-enhanced rowers or Magickally induced wind. The fleet cannot deploy over the watershed into the war zone.
Shchjejhwan even has a small airforce; Gryphons and small, magickal flying vehicles. 
Perhaps the greatest advantage is Magick, particularly as used for communications; a general can generally reach any of his officers.

Nevertheless, Shchjejhwan needs the support of its allies. 
The people and cities that call themselves Dylwyth Teg, have been carefully cultivated. They lie in an arc from the West, through the North, to the Northeast. They respect Elves, and don't use Iron. They function as a buffer against similar Iron-using peoples further North. From time to time the Elves lend them a hand; sending both overt and covert advisers.
Dwarves, who may not like the Shchjejhwanese much, but like their money, sometimes nudge things in their favour.

All this was running to plan, until the Elves saw the deadly scale, fanaticism and competence of the Holy War coming their way.
They needed intelligence first, but their usual methods all depend upon Magick. Representatives of the Archonitic faith smash Faerie Magick. Alternatives (spies and debriefing travellers) take much longer. 

They sent several powerful units, that can function without detailed instructions into the fray. Mostly these are mercenaries. 
The Dwarven Blue Valley Artillery Company is one of these. BVAC numbers 300 Dwarves, with 4 Dieselgun batteries, 2 traction engines and the Autogyro Valkyra.
There are a number of more conventional Llyellian-style groups, the largest of which is the Black Free Company of Montfort. BFCoM numbers 400 Chasseurs, equipped with padded armour, morion helmets, sabre and Crossbow or Springbolt. They are Light to Medium Cavalry [2 DBM-scale elements of Light Horse and 1 of Cavalry].
A Paskuan Manpack has found its way to Caer Llochesa. They have at least 5 Great Mammoth, though they fight on foot with mail, round shield, spear, sword and bow.The majority of mercenaries are Partelven retinues of petty hill lords from the uplands between Shchjejhwan and Caer Llochesa. These are mostly Medium to Heavy Infantry, armoured in steel plate and scale, armed with pike, sword and crossbow. Some are Cavalry. They are organised into small companies, usually less than 100, and depend upon Shchjejhwanese organisation and logistics. 
There are many smaller groups of Volki. These are brilliant scouts and skirmishing troops, who can live off the land, but are use Magick and are vulnerable to Iron.
Not mercenaries, the Knights of the Air are a sporting society and military brotherhood of Elves from Shchjejhwan. There are only 20 full members, about half of whom have based themselves at Caer Llochesa, as Gryphons can fly about 750 km in a day, thermal soaring from the late morning until late evening or ridge soaring at any time. The mountains between Caer Frith and Caer Llochesa, and around Harryhn Vale are ideal for ridge soaring.
It is likely that other Shchjejhwanese military and secret societies are also involved, such as the much more powerful Final Program.

Most of the Shchjejhwanese standing army reminds at home, or deployed near to the Northern border.

They are very uneasy about offering technical support to the Dylwyth Teg, because they are not stupid and the survivers will remember. Colonists from the North would remember as well, so the consensus is to offer limited technology.
One urgent plan is to build some heavy Galleys in the ports of Caer Addoer and Caer Llochesa. Local Galleys are light; the largest are highly strung triremes with a full crew of 200, and no bolt throwers. Shchjejhwan has plans for 60-70 m long warships mounting effective Artillery.

A Medium Galley.

The locals could also use better siege warfare technology, Bows (which require considerable training to use effectively) or Crossbows (which are more difficult to manufacture), larger horses and decent saddles, and steel of course.

The Antagonists - The Cities and Peoples of the War Zone.

The area to the North and Northwest of Shchjejhwan is tropical. There is a dry season when during which the winds are weak and blow from the North or Northeast, and a wet season when the winds blow from the East. Temperature depends upon elevation, and (like most of the world) is not particularly hot.

Men dominate the area. Their cities and societies are by no means united, they are moderately diverse, and they do not identify themselves as a nation or even an alliance. Others call them Bronze or Ironpeople. They call themselves the People (pronounced something like 'r Bobl(ogi)), 'r Dylwythau (whatever local alliance of tribes the speaker belongs to), or 'r Ceraint Chan 'r Choblynnod / 'r Dylwyth Teg (those cities or individuals who hold Shchjejhwan in high esteem).

Their language is far from uniform; mixtures of local native dialects and Mareish, with some Archonitic creeping in from the North. Enough people speak forms of Mareish that it is an adequate form of communication between cities.

Typical political units consist of either a single large city dominating several smaller ones, or close alliances of medium sized cities. 
Each territory is about 2 day's travel from the next (20 leagues or 100 km), with something like 10 000 km^2 of fertile land. This supports a population of 100 000 or so, a standing army of 6 000 and a reserve of 6 000 [the 12 elements of a DBA-scale army]. 
Only 1/10 to 1/5 of the population is urban, with the others living in villages and farms.

Cities are encircled by fairly low stone or brick walls, but there is no tradition of castles or forts. Some are on islands.

Harryhn Vale.

 The mountains around Harryhn Vale are fairly formidable.

Harryhn Vale lies West of Shchjejhwan, enclosed by mountains to the East, West and South. These mountains deflect rainy weather during the wet season, and concentrate it during the dry season, so there is moderate rainfall throughout the year. Plenty of streams run down to the relatively flat valley floor, and through numerous small lakes. 
The inhabitants are relatively wild, with 12 rather small cities. Most have natural water defences, or are constructed on stilts or artificial islands. They don't make much use of bronze body armour [the standing army is largely composed of Auxilia], and have numerous small boats, and a few horses.

Y Ascia.

The Lower Harryhn river / Afon Harryhn peters out and divides again, taking many courses to the East, eventually joining Flumen Ai Is, mostly via Islan Stream (and, through caves, perhaps also to Flumen Ai Usyeh). These rivers flow South and join at Shchjejhwan. 
The most powerful city is Y Ascia (the place of no shadows), at the meeting of 3 roads, one leading directly Southeast to Shchjejhwan, with whom the inhabitants have a fair amount of contact. The city has typical stone walls. The houses are built of whitewashed stone or brick, roofed with red tiles.
The citizens eschew Iron, imitating many things in bronze. They are ruled by an almost democratic oligarchy of minor nobility and a few merchants, but have a well organised army. The standing army consists of bronze armoured Pike (rather than hoplites) with a few Cavalry (rather than chariots), and a reserve of trainee Pike, Auxilia and Psiloi. They have a few boats.

The Northern Manholds.

There are several more or less loosely allied, slightly barbaric and impoverished cities on the moors 300 - 500 km directly North of Shchjejhwan. Communication is by road via Y Ascia, as the river Flumen Ai Usyeh is scarcely navigable. Much of the land is infertile; stony or boggy. 
The foremost city is Caer Chlegr, on its tor. 
The inhabitants are influenced by Shchjejhwan styles, but retain much of their own culture. They are ruled by petty chieftains. The standing army of Caer Chlegr has a core of bronze armoured hoplites [Spears] and Chariots (rather than cavalry), as well as the usual lighter troops [Auxilia and Psiloi], but lesser cities field more traditional household troops [Warband]. They have a few Boats.

The Lake Tribes.

The sprawling lakelands called 'n Eang Llyn.

Even further Northeast, approaching Krug Marius, the rivers drain Southwards into an isolated swampy lake. There are several cities or tribal strongholds, each with a population of a few thousand at most. 
The inhabitants are sufficiently wary of Faerie that they make surreptitious use of Iron weapons. Household troops are Warband and Chariots, assisted by Psiloi. Tribes with access to the Eang Llyn have numerous small Boats.

Dri Ffyrdd.

A rather cosmopolitan alliance of free cities lies 300 km West of Y Ascia, at another meeting of 3 roads. Communication is easiest via road and the rivers draining to the South, West of Krug Reiner. Nevertheless, a road runs Northwest to a pass into lands drained by the River that Flows Both Ways. Humans don't use Iron, but there are Dwarves who do. Mareish is the common language.
The foremost city is Dri Ffyrdd (more correctly; 'r Caer chan 'n Dri Ffyrdd), which lies at the junction itself. It as typical stone walls, but in addition there is a citadel, many times rebuilt upon Elven ruins, and a square, fortified Dwarven Quarter. Other houses are built of whitewashed stone or brick, roofed with red tiles.
Inhabitants favour Pike (rather than hoplites), but with a large proportion of lighter infantry, as the terrain is quite hilly [Auxilia and Psiloi], and Cavalry (rather than chariots). Those cities with access to rivers use Boats. 

The 6 Cities.

6 Cities lie across the War Zone, in an arc just North of the ridge running from the hills West of Harryhn, Northeast and East to Krug Marius. 
They are rivals, but with similar culture; holding Elves in high esteem (thus; r Ceraint Chan 'r Choblynnod / 'r Dylwyth Teg), shunning Iron, half-heartedly worshipping the same wooly pantheon (certain members of which patronise particular cities), and building whitewashed city walls and houses with red tiles. Governments vary; democracies (of freeborn men) in theory, but all too often enthralled by temporary demagogues or tyrants.
The core of each army is the citizen hoplite; with the eponymous round bronze shield, helmet, some degree of bronze body armour, long spear(s) and often a bronze sword (either a heavy, with a single edge, or sometimes rapier-like) [Spearman / 4 DBA-scale elements of Spears]. Some units discard the shield in favour of a longer spear and heavier body armour [Pikeman / Pike]. 
Some individuals ride fairly small but sturdy Horses [Horseman / 2 elements of Cavalry]. Chariots are less effective in most terrain, but can carry a heavily armoured warrior, as well as a driver.
Caer Frith fields some fully trained unarmoured hoplites [Spearman / 2 elements of (O) Auxilia]. 
The rest of each army [6 DBA-scale elements in all] consists of a mixture of trainee / reserve hoplites (etc.), and cavalry (etc.), together with lighter infantry with no armour and smaller (or no) shields, using missile weapons such as javelin and sling [Skirmishers / 4 elements of (I) Auxilia or (O) Psiloi]. 
Some cities have Boats, or even a few (light) Galleys.
They also have fairly ineffective Artillery, using laminated wooden bows or twisted fibres within a wooden (only) frame. Light bolt throwers are portable, but with limited range; used against infantry formations and heavier machines. Heavier bolt throwers and medium stone casters can shoot further, but are immobile unless mounted upon a large vehicle such as a raft or siege tower; they are only used for siege warfare. 

From Southwest to Northeast, the cities are:

Caer Frith, distinguished by its grey, rather than white walls, and with a preference for lighter troop. It lies North of the pass, on the road between Dri Ffyrdd and Caer Llochesa. It has a vassal, further downstream, with a few small, light river Galleys.
Caer Coed lies at the Eastern edge of a mighty forest. 
Caer Gwyrdd Bant lies in a wide, grassy vale, and is famous for its cattle and charioteers. It lies on Afon Addoer, upstream of Caer Addoer.
Caer Dduwies lies beside a small lake in an otherwise fairly arid region. Its wine is famous, as are its temples and rather fierce Goddess. 
Caer Bara / Bara Caer is the oldest city of all, its ruins built upon ruins. 
Caer Caregos clings to the Western end of a stony ridge that runs past Krug Marius. Its people feel threatened by Lye Haladiye

Caer Addoer.

1 000 km Northwest of Shchjejhwan, the mighty city of Caer Addoer lies at limit of navigability of the Afon Addoer / River Addoer. This drains Northwest towards an even mightier waterway; Afon a Adlifoedd ill Dau Ffyrdd / the River that Flows Both Ways, generally called Afon Dau Ffyrdd as the flow reverses depending upon the season. 
Caer Addoer is probably the most powerful wholly Human city within the r Dylwyth Teg. It is ruled by an oligarchy of merchants, and in addition to the usual hoplites and Chariots, it has a powerful fleet of fast Galleys. 

Caer Llochesa.

1 000 km West by Northwest of Shchjejhwan, Caer Llochesa (more correctly; 'r Caer ag a 'n Fawr Llochesa) encircles a superb natural port on the Avon ag Lawer Aberoedd (generally just called the River Aberoedd). This drains Northwest into the Afon Dau Ffyrdd.
Although a Human city, it is also somewhat cosmopolitan, with Mareish as a common second language, and politically more aligned with Krug Reiner than Shchejhwan. It is, and has been, ruled by a benevolent tyrant, with a powerful standing army of bronze armoured Pike (rather than hoplites) with a few Cavalry (rather than chariots), and a reserve of trainee Pike, Auxilia and Psiloi. They also have a lot of Boats and Galleys of all types.

26 June 2008

The BVAC Contract.

This is a lengthy document, drawn up by Gnomish Lawyers representing both The Blue Valley Artillery Company, and the Crown of Shchjejhwan
Such Gnomish contracts are legendary, and both legally and Magickally binding.
What appears below is a summary. 

Most such mercenary contracts are for a season or campaign. Although Shchjejhwan has an equatorial climate, go a little bit further North and there is a definite dry and wet season. The BVAC contract is for the campaign, but with the understanding that it has to be renewed for the next season. There are also elaborate and fairly balanced clauses allowing either party to cancel, but only with a combination of good reason and penalties.
It doesn't really need to be written, although it is, but BVAC is not allowed to join the other side, nor may Shchjejhwan sell them. 

A fairly large area is defined.
Shchjejhwan, mercenary and allied forces are defined, as are the enemy and their allies (Gregorius' movement).

BVAC enjoys an ambiguous status between independence and being part of the Shchjejhwan armed forces.
BVAC has to obey (reasonable; more clauses) orders, but only from a handful of very high military commanders (direct representatives of the Crown). Otherwise the Company enjoys a great degree of independence. 
BVAC cannot formally order other Shchjejhwan units, unless they are attached, but they can raise or employ their own additional troops (or scouts, or whatever). Some Dwarves may be given equivalent Shchjejhwan military ranks, but they are not in the initial command chain. 
Cooperation with other mercenary units of similar power, or locals, is rather more complex. 
In practice BVAC will be expected to support local armies and other Shchjejhwan and mercenary units for the larger battles, but can do pretty much what they like when the whole region descends to chaos. 

Shchjejhwan agrees to pay something between 10 and 25 SP every day, for every Dwarf in BVAC.
Part of this is money (part of which is a fee, and part to cover local expenses), but most is supply, supply lines and papers that allow them to demand things in the field. 
In addition, BVAC may loot enemies (there is no mention of neutrals), and requisition materials from allies, but only if they can justify it. There is even a clause that allows BVAC to seize or destroy resources to prevent them from falling into the hands of the enemy.
Clearly BVAC can make a large proportion of their income by looting. 

BVAC also gets a bunch of papers equivalent to letters of marque, permits to carry Iron (Dwarves are always allowed to do so, but it covers anyone that they subcontract to, and it doesn't allow them to disseminate knowledge), etc.


Photo of an actual Letter of Marque from 1802.

There is much, much more, of course. 
[Moif: if you really need anything else, then let me know.

08 June 2008

Update about the TDC Homepage.

The free website provided by our ISP is now working. As I write there is only one page, the index, and even that is by way of a placeholder.

Zacharov Freebie Homepage

I'll put up background information and link to it from this blog from now on.
There will also be links from the sidebar, and I hope some higher resolution images, although space on the website is rather limited.

[Edit 10 June: The Encyclopedia is now up and running.]

Darkfyre / Shadow Runn.

Rasmus has played a couple of Characters for a long time, and after some thought he decided to continue with one of them.
Darkfyre is an alias used by Shadow Runn. This is an open secret amongst the other Players, though most of the PCs don't know.
Darkfyre is employed as a mercenary scout by Shchjejhwan, but attached to the Blue Valley Artillery Company to assist them.
Shadow Runn has a slightly larger agenda, part of which is, obviously, to gather information for himself.

Darkfyre.

By Rasmus, with some modification by Oleg.

Darkfyre is apparently a magical being; 4 parts corrupted Wood Elf / 1 part something else.
178 cm tall, though with enough Wood Elf blood that he is capable of shrinking himself. Skinny, muscular, hawk nose, piercing eyes; a hitman look, has a small goatee with a golden ring, and always wears a silver mirror in a necklace.
He is very meticulous concerning magical and physical hygiene, very correct, tactful and respectful when intermingling with other races.
If there is the risk of combat, he is a skirmisher who coolly seeks security.

Darkfyre is a magician and scientist [this is unusual, though not unique; unlike many mystics, he applies some variant of the scientific method to his magic].
He is author of the thesis: Frequencies and Resonance in Offensive and Defensive Spell Synchronisation.
He will try to win anyone who has the remotest magical knowledge converted to his view.

He is accompanied by a Volk who is his caretaker / boss / bodyguard / (mount) and possible the SHAPESHIFTED female Elf Lynild, who is his lover and instructor of Sex Magick.
He also has Geenie the Sneaker, which is a mysterious being / Spirit / construct / alias / ability, with powers of ILLUSION, STEALTH, infiltration and the ability to record large amounts of information.

Darkfyre wears genuine Lynild dragonscale armour.
Besides magic, his main weapons are Elven longsword, Elven longbow and a small dargun. He uses poisons [of upto potency 4] freely, and sometimes TELEPORTATION [effectively a SNATCH spell] on his weapons.
Darkfyre has what appears to be a portable laboratory in the form of a tent, though this may be wholly or partly ILLUSION.

Halla Wulfbryn.

Tracey decided to play a new Character for Dogstar.
Halla's personality is based upon an old D&D PC.
The abilities, possessions, and of course background have been rewritten to fit in, not too difficult as Halla is and was a solitary mercenary.

We haven't decided who her employer should be at the start of the campaign:

§ Shchjejhwan (as represented by the Master of Arms). Shchjejwanese Elves hate Humans (and fear them because of their numbers), but are all to happy to hide their feelings and use them.
§ The Blue Valley Artillery Company, who might employ auxiliaries, especially Human auxiliaries who can interact with the local Human cities.
§ One of the local Human Cities.
§ The Human city that has just fallen to Gregorius' army.
§ Some combination of the above.

[Edit 7 July: Halla is employed by BVAC.]

Halla Ri Wulfbryn.



Drawing of Halla by Tracey in her youth.

Character Description.

As written by Tracey.

Halla Ri Wulfbryn of Paskuas is an olive skinned woman with long dark hair and deep brown eyes with a wicked glint in them.
She favours oiled leather clothing, usually dark brown or black in colour. These are neatly repaired in many places.
She often wears a lopsided grin, is open and friendly and has a reckless and challenging disposition. She has many scars, but none on her face (yet).
Her movements are catlike and lithe and she is very fit, and restless, always on the move or pacing around, or doing something unexpected like tooling a beautiful pattern into a bit of leather. She likes messing about on horseback or gryphonback or trying trick shots with a bow or her sword.
She has something to prove with respect to her skills. She has a sudden and violent temper which is quickly over, especially towards men. She has a low opinion of most women who are in womens roles as she sees them as weak. She likes warrior women though.
She will eat and drink almost anything, has a strong constitution, and has a Gryphon for a friend.

06 June 2008

the Brothers Rammstein.

Jan tried to play 7 Dwarves (not utterly uninspired by the Rammstein Snow White Sonne video), in the previous Hicksville campaign. Usually he concentrated on a single or few Dwarves at a time, but it worked.

Magbus Rammstein. M 277. Auxiliary. 
Vanndal Rammstein. M 241. Infantry
Barribus Rammstein. M 189. Infantry
Alvin Rammstein. M 168. Infantry
Gunnturun Sprunch F 113. Infantry 
Rimbault Rammstein. M 155. Infantry / Thaumaturge
Majorita Rammstein. F 125. Auxiliary
Mordechai Rammstein. M 179. Auxiliary

Since Hicksville.

As written by Jan.

Once they were satisfied the area was clear of any immediate dangers for Semmit's fields, the brothers Rammstein quit Hicksville, selling their block house as a fortified smithy (complete with water-powered bellows and a trip hammer) to who ever wanted it. [You can tell me how much they got for it, though I'm not expecting much.] Naturally they took all their gear (including the flame thrower) back home with them. They did however leave the bronze dragon gargoyle which hung over the door and from whence the flame thrower issued.

The brothers rushed back to Debar'kaal as Mordechai had done a major tea trading deal, and a large consignment of Blue Valley Blue had to be taken to Sojbridge for shipping to Black Tor. Vanndal, Barribus, Alvin and Mordechai escorted their tea, travelling with other well known traders [Dwarves if possible] for strength of numbers. Rimbault stayed at home; busy making artifacts and sweating off his addiction. Upon reaching Sojbridge, the brothers met with several other BVAC dwarves who were booked to travel on the same ship as Mordechai's tea. There was a two day delay until the ship would be sailing so the Dwarves went to (wherever Dwarves go in Sojbridge) and made merry. There was much talk of the good old days, and plenty of rumours concerning the impending crusade. The brothers learned that Prince Draken Manzimilian might be deploying the BVAC for the first time in almost twenty years. There was much excitement at the prospect of profit.

Amongst the BVAC soldiers (none of whom were high profile) was Gunnturun Sprunch, the daughter of an old friend of the Rammstein family who was once arranged to have married Alvin. That deal never happened when the Blue Valley revolution swept aside the old order, and when the Sprunch family lost nearly all of their assets, Magbus decided not to press the point. The deal was never actually annulled, but neither side came asking for the other.

Note that a high born girl arranged to be married in the Blue Valley bears a one by one inch red square tattoo on her forhead. Once she is married this tattoo is enlarged to cover her entire upper face. A girl who has been tattooed thus is then considered valuable, even beautiful, until she reaches the age when she ought to have been married. By that time she loses status as BV dwarves will conclude that she has been either discarded, or her family made a marriage contract with some one who couldn't fulfil his end of the deal. In Gunnturun's case, this tattoo has always been something of a burden, but most of her BV neighbours have understood her situation and sympathised. Most Black Tor dwarves don't care why she has the tattoo; they have regarded Gunnturun as unappealing because of it, and also because she was not rich.

Gunnturun Sprunch followed her elder brother Baron Mauritz Sprunch of Felddentor and her mother Baroness Heike to Black Tor, along with several hundred other BV dwarves, where they found life very difficult at first. Eventually Mauritz set up shop as a shoe maker and for a few years Gunnturun helped in the workshop. She became adept at selling shoes to reluctant customers and began to develop a flair for talking to and eventually selling to total strangers. She was restless however and when Mauritz dropped his title and hired two assistants, she left the shop and took up with a band of mercenaries. At first her adventures were fun and she made more money than she'd ever had, but as the years passed she started to become jaded. No one would marry her, either because the tattoo turned them away or because she wasn't considered a good catch. Eventually she took up with mercenaries of other races and began to shun other dwarves, especially dwarves from the Blue Valley.

This all changed when one day whilst campaigning she received word her mother had died. She returned to Black Tor and met her brother again for the first time in decades. Mauritz was aged, but his look of surprise at her appearance took Gunnturun completely by surprise. Mauritz appeared to think her beautiful and soon began scheming to have her married off to one of his business friends. Gunnturun quickly left town with some of her old mercenary companions several of whom belonged to the BVAC. Five years later, whilst passing through Soybridge on her way back to Black Tor with this band, she met her fiancé again and was impressed by his dapper appearance, his manner and his charming personality. She had no real memory of Alvin Rammstein and this handsome stranger was not at all what she had imagined.

For Alvin the meeting was equally surprising. He'd almost given up on marrying since in his old age Magbus, never a generous dwarf by any stretch of the imagination, seemed to begrudge any untoward expenses with regards to wives. Vanndal was married to Majorita of course, but hardly ever got to see her as Magbus relied on his brother's wife more and more as he grew older. Vanndal gave up on the notion of ever having his own family as he laboured year after year as an elite caravan guard.

Alvin was overjoyed to meet Gunnturun, not only was she charming, mysterious, attractive and intelligent, but she was technically already his fiancé and by Magbus's own hand. He quickly consulted with Mordechai who agreed that Alvin was not only free to marry Gunnturun, but on receipt of her dowry, he was actually legally obliged to do so. Gunnturun didn't have any family who could pay her dowry however and this legal sticking point was the only way Magbus might be able to prevent the marriage. Alvin and Gunnturun asked Mordechai for advice and Mordechai searched high and low for a way to solve the problem. Unfortunately the marriage contract was water tight and the specified dowry was too great for Gunnturun or her brother to pay by herself.

There is no legal way for Alvin and Gunnturun to marry, and living together out of wedlock would be considered dishonourable on both their houses. There is nothing to prevent them working together however and so they have resolved to work together until they can either pay the head of the Rammstein family the dowry, or wait until he dies and ask Vanndal to allow them to marry without payment of the dowry. Vanndal, having long suffered the loss of his own wife at Magbus' hand has already indicated his willingness to accept a token dowry.

The brothers returned to Debar'kaal with Gunnturun in tow and as predicted Magbus stubbornly refused to allow Alvin to marry without full payment of the dowry. Not too pleased to see Gunnturun at first he could not prevent her from taking an apartment in a nearby house. At first he tried to prevent her from working along side Alvin, but then he realised she was willing to work for the same pitiful allowance Alvin was working for so he relented.

In the meanwhile, Rimbault stayed in Debar'kaal working on various projects inspired by the adventure in Hicksville. The treasure from High Lahn'kaal was put into secure holdings with the mysterious locked chest kept in a reputable Dwarven bank. Magbus and Mordechai began the laborious, but entertaining task of reseaerching and selling the various component parts but after a few months reality intervened and they had to put aside the task for the time being. They did discover the missing amphorae sold by Rimbault and subsequently docked the assumed total from Rimbault's final share. Rimbault did not complain. He was busy designing and building a new sensorium for the brothers incorporating several new filters (incorporating some idea's gleaned form the amphorae optics). The new helmets are similar in appearance to the old ones and incorporate the original armour and decorations for each dwarf allowing for easier recognition. There are also two new, human sized, helmets fitted into the sensorium.
Each helmet is probably worth a pretty penny, not least due to the workmanship of the decorations. They have incorporated gas filters and face masks. The original optical filters are DETECT MAGIC and DETECT SHAPESHIFTER and the additional filters include DETECT SPIRIT, ANALYZE MAGIC and non magical, enhanced night vision. The sensorium is also modified so at some point in the future the user might have access to Rimbaults next big project; reactive armour or remote weaponry. This project remains in a theoretical stage. See below for further details.

The brothers quickly discover that the new sensorium works better if you're just ever so slightly stoned...

Vanndal pestered Rimbault to make more spider drones. One for each of the dwarves, but this would have been time consumining so Rimbault only made one other spider drone and this was a drab and uninspiring article, built mostly from old prototype parts which had been hastily cannibalized. It has all the same abilities as the original, but no decoration and a much reduced range (approx 100 metres). Rimbault gave it to Vanndal to shut him up. Vanndal then painted it matt black.

RimbaultAlso made discreet inquiries amongst his underworld contacts as to where Vidsyn had gotten to. When pressed, he muttered something about Vidsyn being owed some money. [Let me know if Rimbault found out where Vidsyn got to and we'll take it from there.]

Not long after Alvin, Gunnturun and the others returned, the news from Black Tor arrived; the Blue Valley Artillery Company was gathering to campaign again. Magbus immediately sent word to Prince Draken (to whom he is related) that House Rammstein would join the BVAC within a few weeks time. To every one's surprise, Magbus declared all the members of the house woud travel north, and its hangers on were welcome to follow if they so pleased. He gave 10 days notice for the others to get their affairs in order before they left. Quite why Magbus, now old and unfit for campaigning has decided to take to the field again is uncertain, but the others realise that he must be up to something political for even his own discomfort is not a consideration beside his ambition and greed.

Eleven days later, the Brothers Rammstein, with a caravan and six mules left Debar'kaal, joining a north bound caravan. Magbus, sitting alone in the caravan opened a journal and began to write long dense letters...

Player Characters.

The Player Characters are:

Darkfyre, a mostly Woodelf, played by Rasmus Lebech.
Eran, a hero who was doublecrossed several decades ago and has just returned, played by Palle Rasmussen.
Halla Wulfbryn, a psychopathic woman mercenary, played by Tracey Zacharov.
The Brothers Rammstein, 7 mercenary Dwarves, played by Jan Christensen.

Introduction.

I was inspired to present this roleplaying campaign in blog form by Moif's excellent Takshendal Blog.

Most of the general background has existed for years, and in due course I'll present it online and link from Dogstar and any future campaigns.
Dogstar itself will contain more campaign specific information, as well as a write-up and any Player contributions.

Background.

A generation ago, the largest Human society was torn apart by civil war and invasion. Many millions of people fled, either from the general disruption, or from warlords sufficiently powerful to impose local peace. Some of these sprawled into the hinterlands bringing their culture and prejudices to the somewhat overwhelmed locals:

Gregorius is an Archonitic religious pragmatist leading a mixture of Archonitic troops and civilized (ex-Hara-like) barbarians Southwards towards Shchjejhwan.
Grand Master Marcelus leads an alliance of holy orders and dogmatically inspired barbarians towards Krug Marius. There has been fighting with Lye Haladniye.
A rather heterogeneous group of Archonitic refugees, barbarians and enough mountain Chu (who have fairly good magic and technology, and no religious hangups) threaten Krug Kepler.

Lord Xuen of Shchjejhwan dislikes Humans, and religious fanatics armed with steel above all.
He had long prepared some gullible locals as a potential army. These people don't use Iron, and they quite like Elves. In recent centuries they have built a heroic culture of independent city states, just awaiting some golden tongued Elven princeling to lead them to martial glory.
As a few hundred thousand steel armoured, battle hardened knights, and with enough priests amongst them to shred Faerie magic, might overwhelm Xuen's naïve volunteers, he hired some decent mercenaries as well. The Blue Valley Artillery Company are 300 Dwarves with guns, traction engines and an autogyro.

Someone in Clan Sheoi had hit upon the old idea of synthetic soldiers incorporating characteristics of various powerful beasts. The Dogstar project was by no means complete, but some prototypes have been field tested near to the war zone.
Dogstar troopers flourish where there is carrion, and breed and grow at an astounding rate. They started eating Xuen's buffer states, so he sent new orders to the BVAC.