Showing posts with label Father Torpal. Show all posts
Showing posts with label Father Torpal. Show all posts

Locations of the Tallowlands: Three Bridges

Formerly a southern town in the Sinian Empire, Three Bridges is now one of the northernmost settlements within the Tolerance of Crows. Its strategically useful position on a junction in the river Tarr meant that it has always been a significant trading post; with the coming of the Ghoul War it became a key bastion of resistance, and in the years subsequent it has begun to have use as a stable entry point to the Charred Lands for adventurers and treasure-seekers. While historically a human settlement, in common with all places of commerce the people of Three Bridges are used to seeing, and tolerant of, many other races.

Three Bridges has for the most part had a peaceful existence. Prior to the Ghoul War its only significant time of strife was a brief period of apostasy precipitated by Hanvard the Confectioner releasing the Everlasting Godstoppers from his gingerbread laboratory. All known copies of the recipe are believed to have been destroyed in the subsequent purge.

During the Ghoul War, Three Bridges was briefly overrun and abandoned before being reclaimed by an allied force of humans from the surrounding regions and dwarfs from further west. Thanks to the foresight of the then-Meister Turnagain Harrowfoot, the town's population had been evacuated to safety and many of the original inhabitants were able to return and repopulate the town.

The town sits across all three branches of the river - hence the name Three Bridges - and as a consequence connects the lands on all sides of the river. The northeastern third of the town was sacked during the war and remains mostly ruined, while the northwestern and southern thirds are effectively fully habitable. 

One outcome of the Ghoul War was that the Sinian Empire's southmost provinces - which today border the Tolerance - became either assimilated into existing foreign kingdoms or were claimed by refugees and petty warlords as independent realms. The lands of three such factions reach as far as Three Bridges, namely House Makazor, the Orderly Brotherhood of the Reclamation, and the Unbegotten Conclave. Were times more secure it is certain that lordship over Three Bridges would be the subject of extensive and probably violent dispute between these three factions. However, the precariousness of the entire region has forced all three into a compromise accord, whereby commitments have been given from all parties to not attack the town, which is left to operate independently. The Meister of the town is expected to provide a militia for the town's security - incursions by horrors from the north are a regular feature of life so close to the Charred Lands - and is bound by strict agreements to show no favour to any one of the town's neighbours. Truly equal treatment is in reality an impossible task and while it is unlikely that any of the bordering regions will overtly attempt to take over the town, there is a constant shadow war for influence. The current Meister is Reijard v'Embersburg.

The town is located near a major entrance to the Underland. Sitting high up in the Eagle's Claw Mountains (which become the Greyspire Mountains in the east), this entry point used to be controlled by goblin tribes. However, the Ghoul War devastated underlands and overlands alike and the goblins were driven out of the area. In recent times, along with wandering terrors, Skaven have started to infiltrate the locality and have found their way south to the town. The local branch of the Ratcatcher's Guild, as always closely aligned with the town's sewer engineers and a small group of dwarf miners who have remained in the town as part of a treaty, has to date been very successful in preventing the Skaven from being any more than a nuisance. It is, though, a matter of growing concern that Skaven activity appears to be increasing. Latterly, the underground workers have reported hearing strange sounds from deep below the sewers, though rumours that goblins - vastly preferable to the Skaven - have returned to the area are as yet unsubstantiated.

Closer still to the town is the Bleakwood, a dense forest which has always been a source of local fear and legend. In the days of the Sinian Empire it was merely a geographical bogeyman, mostly left alone by the townspeople and used as a source of tales to encourage small children to behave. Since the Ghoul War, adventurers who have escaped alive from the Charred Lands as well as townspeople who have had reason to travel within sight of the forest have brought back stories of disturbing creatures seen moving within the trees. It has not gone unnoticed that the forest was not killed off by the dark forces which powered the war and this fact has discouraged many from venturing near the place.

Another nearby place of note is Steepacre, which has for many years been something of a competitor to Three Bridges as it sits on the only truly reliable pass through the Eagle's Claw Mountains. Whilst its location high in the mountains undoubtedly saved Steepacre from the worst of the war's ravages, it seems that the surrounding desolation has hurt the town even more than it did Three Bridges.

Next to Steepacre is Hollow Mountain, home to the Ghoul King. There has been some confusion over whether the Ghoul King was responsible for the Ghoul War, but most reputable scholars agree that he had no involvement and was just as threatened by the tide of destruction has anyone else. However, bizarre and unnatural occurrences have been noted around Hollow Mountain of late, and one must inevitably conclude that the King has once again risen. His motivations are currently unknown. 

North of the Eagle's Claw Mountains lie the ruins of Borhalphiston, formerly a regional capital within the Sinian Empire. Known for its vast library and its graveyard district (the Valley of Inverse Pyramids), it is a magnet for adventurers although virtually none who venture there have ever returned.

Just beyond the Bleakwood, on a plateau in the mountains, sits Castell Davarill. Its origins are now unknown, as is the reason for it having been built in such a fiendishly inaccessible location - there is no indication of any adjacent settlement ever having been present - but stories remain of it possessing an enchanted rose garden of unearthly beauty. The castle was abandoned for many centuries, but it is known that at an unspecified point a secretive community of elves has taken up residency there. Their nature and purposes can only be guessed at. The fact that the castle itself is certainly not of elvish origin while elves as a rule do not care for other races' dwellings only adds to the mystery.

A number of notable groups or individuals have passed the town's orbit within living memory. These include:

- King Ormisruin and his knights from the fallen nation of Hilgoth passed the town in their search for a new home. Having made camp in fields to the town's south, the sad sight of the worn and faded banners moved many townsfolk to donate food and other supplies to the king's followers before they departed. The townspeoples' unexpected kindness is unlikely to have been forgotten by the sons of Ormisruin.

- Nathaniel Hultz has been sighted multiple times. It is believed that his plans to establish a colony within the Charred Lands may have come to fruition, although murmurs have begun to emerge that he has returned to the area seeking to recover an artefact which he was previously forced to abandon. 

- Father Torpal is known to be active in the area seeking converts to the worship of Rorralarach

 Heroes of the Goretide

What does any community, or cult, need? 

A spiritual leader, A mighty priest. 

Father Torpal, Slaughterpriest, Spiritual leader of the Goretide.







Having painted both slaughterpriest variants for my Gorechosen set, I decided that I wanted a slight variation, to enhance the model with a feel of more wizdom, more menace, more power... I also had a spare head from the aspiring deathbringer with impaling spear, and I've always been a fan of Rob Zombie I figured that the Hellbilly leading my rampaging horde of frothing maniacs down from the hills would be a fitting tribute. it just took a bit of trimming and a few whisps of greenstuff hair and the work was done. 

In painting this I was, again, playing with the skin technique and vibrant red effects. It needed a bit of a contrast and I felt the grey hair would add a touch of authority and wisdom to the model. The eyes are deliberately white (again as a tribute to the Hellbilly Deluxe cover) because they give the impression of a trance or ritual as he communes with his god offering up the sacrifice he's just made, with his blood drenched wrath hammer, in the hopes of a boon.


The Mystic Key

Hultz

Nathaniel Hultz looked around. He sniffed the air. It was here. It was here. He knew it, knew it without knowing how, but he knew it.

It had been close before, close enough to sense, but always whisked away – somehow – by unknown hands whenever he got near. This time was different. This time he had veiled his seeking and hidden his plans and now was in the presence of his reward.

The key. The unknown key; the infuriatingly, maddeningly unknowable key. A key to what? He could not even guess. But he had paid a steep price for the visions which guided him and he would not allow it to have been in vain.

Movement across the way brought him back from his thoughts and into the present. The barbarians were in position and ready to search. He wondered if he could trust them to surrender the prize if they found it first; probably not, by his reckoning. It did not matter – his own servants had been summoned and he would overwhelm the barbarians with cosmic fire once their usefulness expired. They were the hounds of a feral god and deserved no better.

He drew a deep breath and readied his mind. It seemed strange to think that he had expected to find the key in some deep dungeon or in an impenetrable fortress, such was its pull. And yet, here he stood, knee-deep in mist on the edge of some nameless, dreary town too close to the Tolerance to be called civil. Perhaps, when his life’s work was finished and songs sung of his deeds, the story would be changed to better suit its significance.

He saw the barbarians step forward to begin the search. With a thought, he commanded his own followers to do the same.

It was time. 




************

Torpal

Torpal tried not to grin. He knew the pretence was almost over; battle was nigh, he could feel it. It had been too long coming and a reckoning was due.

For months now, Torpal and his priests had travelled across Rhô, spreading worship of the Warhound to the towns and villages they passed through. Mostly they were run out of town before they could sow more than a token scattering of war-fever among the populace, but Torpal was old enough and wise enough to know that a true inferno rises from many lesser fires and that he may well have perished before his life’s work truly bloomed to its full, raging glory.

A few settlements, however, had proved to be receptive to his exhortions and their – mostly impoverished and resentful – inhabitants had turned their streets and squares into cauldrons of fury. Peasants became gladiators and revelled in their brief moments as gore-soaked champions until they were cut down by their friends and neighbours. From these theatres of combat a mighty few emerged triumphant, worthy of their new place at Torpal’s side.

They had been diverted from their task by the appearance of the one called Hultz. He had offered them gold in exchange for their assistance in seeking a mysterious treasure, and in doing so had revealed his own foolishness. For it was clear that Hultz had identified Torpal’s men as followers of the Warhound, and further still it was clear that he was one of the myriad ‘civilised’ men who saw the Wild Gods as brutish loners whose sole occupation was jostling for supremacy with each other. But like any clansman, Torpal knew that the gods bartered and bargained with each other. Indeed, the one known as the Other Trickster had appeared to Torpal in a vision. He had offered Torpal information and, when Torpal asked what it would cost, had said that Torpal knowing was price enough. Torpal was certain that there would be a hidden cost, but had agreed and was granted knowledge of Hultz and his quest. So it was that when Hultz approached him for aid, Torpal held in check his desire to cleave the dandy’s head from his oh-so-finely-cloaked shoulders and accompanied him across many lands to this unremarkable field on the edge of this mean, measly town.

Torpal knew that Hultz was a wizard – he could almost smell the magic oozing out of the man’s pores – and he suspected him of being a lapdog of the Treacherous One. As such, it seemed to Torpal that despite being a fool and a braggart Hultz would be possessed of a measure of cunning and would have secret followers of his own to summon. It was to be expected that Hultz would betray Torpal’s men once he had found what he sought.

It was no surprise to Torpal therefore when the magic coalesced into a cohort of twisted beings. A powerful retinue emerged around Hultz, and Torpal was certain that Hultz was capable of more. They were on opposite sides of the field, ready to search for the mysterious item which Hultz sought. From across the field Torpal was sure that he could see Hultz smirking, secure in his superiority.

Torpal’s instinct was to pre-empt the inevitable betrayal and attack, but he was genuinely interested to know what it was that Hultz was seeking. In any case, Torpal had reason to believe that his men would be aided in battle from an unexpected quarter. In his arrogance Hultz had neglected to give any thought to the town on whose border they stood. He did not even know its name. But Torpal knew.

He had been there before. 




************

Prologue

As Hultz and Torpal instructed their followers to begin the search a thin breeze blew some of the mist away. For a brief period the long grass and tall weeds of the field could be seen, bending a little in the wind. Then something else emerged. A number of curious and unexpected shapes – piles of things, floating rocks and other such items – could be seen among the greenery. Certainly they had no cause to be in a place such as this, and the watchers could not be sure if they had been there all along or whether they only appeared when observed.


Suddenly there was movement near the centre of the field. Something glanced over the tops of the weeds and shrieked when it saw the assembled searchers. A gust of wind – much stronger than before – burst over the field and blew down the vegetation. Visible to all was a strange goblin, clearly panicking as it shovelled pieces of gold and silverwork into a bizarre, living satchel-creature.


Torpal’s eyes widened in astonishment. “Lühtefiend!” he gasped, disbelieving. The goblin yelped once more and dashed into a patch of longer grass, vanishing from sight.
 

************

 I GM'd a game at the weekend between Father Torpal, priest of Rorralarach (Lord Blood the Hungry) and Nathaniel Hultz, alleged boss of Jethelech (Omricon). Mostly the intention was to start to familiarise ourselves with the Age of Sigmar rules, but everyone knows narrative games are the best so we took the opportunity to write in a cool setting and start to nudge the Tallowlands story along. While I'm not going to give you a blow-by-blow account of the game (although a few battle photos will hopefully appear in the near future...), some of the stand-out moments were:

- Torpal using an ability on the ground, in the hope of making the treasure goblin run towards him (this was one of those delightful moments you get as a GM, where one of the players does something you would never have come up with yourself).

- A unit of 5 Pink Horrors getting chopped up in melee and the unit managing to end the turn with 5 pink and 10 blue Horrors. Maffs.

- Torpal inciting the locals to fight with absolutely everybody, earning Lord Blood some victory points and Rorralarach a new town.

- Shanduko appeared!



- A Slaughterpriest went to investigate a floating, glowing rock and was really disappointed to discover that it was only a floating, glowing rock.

- Hultz grabbed the treasure goblin (and key) and then acted exactly as you'd expect by leaving his followers to get pummelled while he made a run for it.

All of these were great, but by far the best moment for me was seeing the look on Omricon's face when he realised that there was a treasure goblin to pilfer. Pure joy.

The Goretide

The Red Moon Rises part 2

Hjorvard woke. At least he felt like he'd just woken, but it was still dark? No, his eyes weren't open. He tried to open them, they wouldn't open. "Gods! I'm blind!" he thought. No, there's just something keeping them shut, he moved his arm to rub his eyes, and winced at the pain, oh it was sore, the wince caused more pain to shoot through his body. Everything hurt! As he moved his skin pulled and tugged, hairs tore out as something coating it cracked and clung and came apart as he moved. 
As he took off his helm and rubbed off the sticky crustiness caking his eyes shut he began to take in his situation. 

He was slumped against the wall of a cliff with a big rocky overhang blotting out the sun overhead. The ground was cold earth, and he appeared to be covered in a crusty substance that he realized must be dried blood, absolutely caked in it! 
Everything hurt! He was sore from head to toe with fatigue and exertion. He'd only just woken, but had he ever felt this exhausted before? 
On the plus side, apart from a lot of bruising, a few shallow cuts, and extreme ache in all his muscles, he did seem to be intact. There was a dent full of rock dust in his new helm and the back of his head was a little tender, but the helm seemed to have done its job, and was otherwise intact and still wearable. 
Oh! his legs hurt, and they wouldn't move. there was something pinning them down, he reached down and used the arrows sticking out of it to move the heavy body of the big hairy beastman aside, the source of the blood caking him, and squeeked as the returning circulation caused a 'pins and needles' sharp tingling sensation up and down his legs.
As his eyes grew accustomed to the gloom he could make out more shapes in the dark area under the overhang. There were robed bodies everywhere. skinny gangly limbs poked out from under the robes, one was face up he looked into lifeless beady eyes, sharp teeth, pointy ears... goblins! 
a sudden cold sensation of fear of the unknown trickled down his spine, and he looked for a weapon. one of his knives was under the beastman's chest, the other was nowhere to be seen but there was a heavy, brutal looking, crude axe nearby, so he took that. Feeling more secure, and a lot braver now that he was armed, he got, painfully, to his feet and began to investigate. It was time to find out where the Goretide had left him.

Through the gloom he could make out more corpses...lots of grots and the occasional other, thankfully no one he recognized, it had been a massacre!
He vaguely remembered Father Torpal trying to drum home an important point about grot encampments in some of their navigation classes, but the dull throbbing from the blow to his head was making it difficult to recall any details.

The camp was inside some kind of hap-hazard fence he guessed was a crude goblin attempt at a palisade wall. the tents looked to be some kind of hide, as he closed on the nearest one he noticed the unusual texture and realized it was the skin from a huge mushroom, adorned with trinkets, presumably of value...
Treasure Goblins!!! Hjorvard almost shouted out in excitement as he remembered. That must be it, the point Father Torpal had been making, goblin camps were famous for Treasure Goblins, they were in all his favourite heroic legends of the Tallowlands. A magically enhanced goblin who carried all the tribe's wealth and plunder, and if you could find its horde, or catch the treasure goblin its self you were rich!! Rich! Treasure! Magic items! the fabled stuff of heroes, this was clearly his destiny unfolding. He began excitedly searching the tents and stalking shadows, looking for signs of movement and anything that looked like a stash of treasure. 

He was moving some grubby blankets aside to look behind them when something moved! it shrieked as he looked at it then raced out of the tent entrance. it was  quick! he gave chase and made a grab for it, it jinked left dodging his hand, but he still had the blanket in the other and flung it as he dove in the direction the creature was going. 
it was definitely under the blanket, he could see it wriggling for the top edge, and he moved his arm to trap it. when it realized it was trapped it stopped moving. he gathered himself. got ready, flung the blanket aside and grabbed the creature underneath. 
the little blighter bit him on the thumb. he recoiled then grabbed it tight. 
"A Ha!" he exclaimed. "now lets see your treasures!" 
it squeaked, gasped... he realized he was squeezing very tight, too tight. ashamed he relaxed his grip so it wasn't crushing but was still too secure for the creature to struggle free. it was a small green humanoid creature with big ears and a huge nose. It looked at him forlornly, sobbed, and he realized it had wet its self. its big eyes had weren't full of menace, it didn't look very bright at all. where was its treasure? come to think of it this wasn't much bigger than a cat, it couldn't carry much treasure. bits of lessons returned through the murk of his memories, "you're a snotling aren't you?" he said. there wasnt a glimmer of understanding from the creature, it just continued to look forlorn. "well, on your own you are hardly a threat." he set it down and released it, it stood quaking for a moment, then realized it wasn't going to be eaten, and scarpered.   

He continued to look through the camp for something useful, and possibly a treasure goblin.

All he found was a box of dangerous looking mushrooms and a small silver sickle.  
he sat down on a rock, his head was clearing, memories of the lesson were coming back...

...it was sunny, the class was outside under the old tree. 
"...and what do we know about the Tallowland Grot...?" said Father Torpal. 
" treasure goblins!" blurted Hjorvard. 
the class laughed, he felt his cheeks redden. 
"that's just a fairy tale for children Hjorvard," Father Torpal tutted, "I honestly thought you were past that!" he shook his head. the mocking laughter increased,
Hjorvard wished the ground would swallow him up, some of his classmates were half his age!
"...but every fairy tale has a grain of truth in it somewhere." Father Torpal winked 
"I'll try again, if you'll let me finish..." he glanced at Hjorvard who hung his head. 
"What do we know about the Tallowland Grots, in reference to post goretide navigation?"
"they Follow the moon?" said someeon Hjorvard didn't see
"good!" said Father Torpal "many grot tribes throughout the realms are moon clan's, their religions believe they gain their power from a big bad moon. so they follow the moon hoping it will lead them to power and glory."
"which Moon?" Tova asked
"care to elabortate?" invited father Torpal
"which moon," she repeated"we have so many in the Tallowlands, there's, the Lady Lisu, Rorolorach, the Wyrdmoon, the Emerald beacon, Naethe's torch..."
"...And here we have the problem." interrupted Father Torpal. "some realms have just one moon, so the positioning of a moon clan grot encampment can be a useful navigation tool, if you are familiar with your almanac and know which phase of which season  you are in. but unfortuantely, in the tallowlands we had so many moons and they follow such a variety of bizarre paths that it it nigh on impossible to know which one, if any, the particular grot clan you have encountered was following. Indeed, some of the most zealous, or possibly daftest, moon clans chase them all! night after night they race back and forth, zigging and zagging across the Tallowlands, and sometimes spiralling if there are several moons waxing in conjunction. 
So, what we know about the Tallowland Grots in reference to post Goretide navigation and attainment of bearings is... that they are utterly useless!"

As the memory of the lesson finished playing back in his mind Hjorvard sighed and slumped despondently, alone on his rock.