Showing posts with label Omricon. Show all posts
Showing posts with label Omricon. Show all posts

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 Religions and Deities of the Tallowlands

Introduction

The Tallowlands is very poorly connected to the other realms and is often overlooked having limited value or resources by by the main alliance forces be they benevolent or evil.

As a result or perhaps for other reasons, a pantheon of gods, religions and deities have sprung up bearing little resemblance to their original patrons but in many cases either transparently or with more obscure connections.

Some exceptions remain. Sigmar and Alarielle (some aelves have long memories) are recognised and worshipped but on the whole many connections are tenuous. Although that may be the case this does produce some oddities, like some cults which cannot quite be given a label of order or chaos because they seems to act in different ways in different circumstances given their connection to a deity they believe does not fully parcel itself into one alliance or another.

The below is a list of deities with some sort of worship in the Tallowlands. There are sometimes many cults and groups and temples which follow a single one of these some of which bicker or fight even with each other. There are too many to list here.

Examples include the Watcher of the Ninefold Pact which pay homage to or believe they control Jethelech and the Celestial Pact which claim to worship Fyrek

Currently Known Deities

Sigmar - the God King

Artha god of the high places.

Dairayon god of wind and storms.

Vishkene god of magic.

Mortaine god of the dead. The Crypt Haunter. Some see Mortaine as a facet or connected in some way to Nagash.

Khând a god from across the ocean.

Rorralarachgod of rage and war. Is there a connection to Khorne here?

Myrakos beast-god of the wilderness. There are Orruk tribes who claim to worship Myrakos, some people think their tribe has a speech impediment.

Tidh the Swift Hunter. God of the plains.

Hain’Amurthe Great Defender. Steward of Heaven’s Keep. The Armoured God. The Stormcasts of Heavens Keep do not see anything wrong with this homage, do they worship two gods or believe him to be a facet of Sigmar?

Jethelech god of trickery and scheming. Definitely no connection to Tzeentch here. Shut up I said definitely not.  The number of letters in the name is a coincidence.

Arengee – god of luck and master of games, cursed and blessed in equal measure. Causer of lighter and less corrupt mischief than Jethelech



Ystara god of mariners and fishermen.

Mithrest god of merchants and traders.

Fyrek the Astral Voyager. Benefactor of astronomers.

Caer-Nadhg god of the woods. The Oaken Man. A summer god.

Alarielle as above but for eleves and half elves. Facets of the same god.

Lystan god of justice and fairness.

Shala - god of fertility and harvest

Shalu - twin god of Shala, god of decay, disease and rebirth. Some speculate a connection to Nurgle.

Naethethe Shroud of Night and least trusted of the moons of the Tallowlans. God of veiled intentions. Sometimes called Mother night.

Ilùgod of the sun. Brother of Lisù. Some Lizardmen tribes venerate. Sometimes called Morning Lord.

Lisùgod of the one of the Tallowlands briughter moons. Sister of Ilù.

Gnos - god of secrets, including secret pleasures but also according to some hidden altruism.



Eyes of the Five?

Eyes of the Nine and AOS

And so wearily Nathaniel began his journey North.  Although the council never implicated him for anything wrong they had their suspicions and he couldn't risk continuing to base his now hampered operations in Alba Mesa.  And so he trekked North, past the Tolerance of Crows and into Chrysalis, the haven in the Charred Lands that he would make.  He was soon joined by his band of misfits and the retained services of a Gaunt Summoner.  

Binding those small ones was beneath him, he would leave it to the Summoner, he needed all of his focus on his big project and on carefully assembled contracts and bindings with the clever ones.



I really like the idea of a Tzeentch force in AOS, it appeals to my sense of efficiency as the PCRC tend to vary in enthusiasm between 40k and everything else so I reckon this significantly increases the probability of playing my army in whatever system they are excited by.

Eyes of the Nine* increases that efficiency further as it will play in AOS Tzeentch and Warhammer Underworld (Shadespire) which means my one army now covers three different systems.

*Are 4/5 of them missing?

The Watchers of the Ninefold Pact


The Watchers of the Ninefold Pact

Within the South Eastern Borders of the charred lands is a region called Chrysalis.  In this region is many things that normal regions contain, towns, castles, wildlife and some day to day life.  None of it should be there though because this region is in the Charred Lands.

At the magical center of this region is a tower, whose exact location seems to change from time to time.  This glimmering tower and its surrounding land appear as a beautiful place surrounded by a verdant garden and a town.  It is the home of the watchers of the Nine fold pact*, a sect of Jethelech whose followers truly believe that they are draining him of power.  Their goal is to push back and reclaim the charred lands from the taint of death.

Is Chrysalis easy to access?  Some who seek to find it never do despite its location on the border.  Others, perhaps by intent, find it easily, almost accidently as it is possible to get to it somehow without seemingly crossing the Tolerance of Crows.  It is said to be a beautiful and seductive place and even a reasonable place to do business.

The Watchers are led by the enigmatic Nathaniel Hultz, a man who rejected the shackles and strictures of the governing wizards of Alba Mesa and some say from the celestial council itself.  A man who believes himself to be the saviour of the Charred Lands.  A man for whom the ends justify the means.

If you are unlucky enough to go looking for trouble here you might run into Shanduko, a Lord of Change who appears in many forms (battle form below).  He fights only as a last resort, he will first give you an offer that you cannot refuse.  Shankduko seems to be bound to Hultz although it is not known whether this is by force or through a deal.






*Rumour has it that the Sigmarian cult of the Celestial pact is somehow linked to them although no evidence has emerged that was not circumstantial.

Map Making -The Tallowlands

Map Making -The Tallowlands

I will get straight to the point.

The PCRC wanted to make a cool map of the Tallowlands.  As none of us are professional digital artists we went looking for a map tool and we think we found a good one:

They have a big presence on social media where lots of really nice looking maps get shown off

There are a fair number of decent training videos and reviews on Inkarnate.  Here is one if you are just getting started:

The official tutorials are here:

I found it easy to use although we have a long way to go before we produce anything really nice looking.

In the meantime I will continue using it for Tallowlands work and I am sure it will get more interesting over time as we expand the content of our area of the realms.

We have built the map up from this:

into this:




The Adventures of Nathaniel Hultz: Part IX

The Ends Justify the Means

The battle had not gone well. To see a force of chaos this large so far South of the Charred Lands was unexpected - they may be here for a purpose.  Were we their purpose?  Or had we been opportunistically attacked?

The 'Emperor Karl Franz'*, the Cosmic Smite was badly damaged, lying on its side, on top of one of its mechanical horses.  The Lord of Change that had attacked them lay dead, finally dismembered by Holgars axe, Holgar, injured lying close by.  The rest of the battle continued to rage with the sounds of the copper cavalry clashing with distant horrors in and among the smoke of battle.



I had just finished despatching one of the bird mutants that had somehow got onto the carriage when suddenly from out of the smoke came another Lord of Change and I realised that I had run out of options.  It changed direction and came towards us, staff raised it started casting a spell.  I had about 30 seconds to turn the tide of battle.  Time for Plan B, a plan I had never intended on using.

I wiped the blood off my hands and then I wrenched globes off of the 'Cosmic Smite' until there were 9 left and then I stood in the middle, pulled out my tattered copy of the Doctrines of the Purple Hand' and said those 9 unholy words which caused the greater daemon to freeze.  I then uttered the 9 commanding words in the common tongue: 'Stop.  Go home, stay there until I summon you'.  The Jethelech Daemon melted away and I could feel the tide of battle turning, I was fizzing with blue and purple magic.

'What have you done...'.  coughed Holgar, spitting up blood.

Oh no, Holgar was conscious, he had seen it.  What was I to do?  'Holgar, old friend, I had no choice, please forgive me'.  '

'You always have a choice Nathaniel'.  Holgar coughed again. 'A noble death is better than this, remember whose side you are on'.

'I am truly sorry Holgar'

'If you are sorry then you will confess to the council as soon as we get back, there may be a way back'

'I can control it Holgar, I saved us, doesn't that matter?'

'Give me the book Nathaniel'

It was then that I made my fateful decision.  It wasn't meant to be this way, I was a force for good and giving this up now would not help anyone. It would not help my people or the Tallowlands.

'Give me the book Nathaniel'

I picked up one of the dismembered talons from the dead Lord of change and walked over to Holgar, I pulled him close to me and I wept as I plunged the talon into the wound in Holgars back, cradling him as he died, a look of shock and terror on his face.  I knew that his principles would trump our friendship and it could be no other way.  I would have to deal with the guilt later.

When the others arrived I explained what had happened.  Holgar had valiantly given his life and killed the Lord of Change, turning the tide of battle, Holgar would be a hero, celebrated in song.

That night and the next 8 nights I dreamed of nothing but the laughter and cackling of daemons.  The others would never know of the sacrifices I had to make to keep them safe but my plan would proceed unabated.  There was a way of cleansing at least a part of the Charred Lands and I would be its master.



*Some people mistakenly call this a Hurricanum but what do they know, Sigmar told us what it was called centuries ago and we definitely accurately recorded what he said.

The Emperors Lost Mines - Recovery?

The Emperors Lost Mines - A Roleplaying Adventure

The Emperors Mines had been lost to time, the forges and production lines silent and buried.  Is it possible that their secrets would ever see Sigmars or anyone else's light again?

The PCRC decided that as an alternative to meeting up during the COVID lockdown we could engage in a number of other things we really wanted to do but had not got around to. namely:
  • Fleshing out the Tallowlands a bit more
  • Roleplaying
  • Getting Excited about Age of Sigmar
In other posts Apologist has gone into detail on other aspects of this but here, well here is the story of the PCRCs foray into the Tallowlands as a party of Adventurers, using the D&D 5e rules to give us some structure.

We have had a ball so far, one of their quests involved rescuing a town near Narya:


from the clutches of an evil wizard, based in the dungeons of the local manor house:



The party itself consists of:
  • Wutroth - A wandering Dwarf from the North West with a typical rich dawi outlook on life.
  • Torquil - A human folk hero and swashbuckling rogue whose only weakness is a mirror.
  • Lackjon - An Idoneth Aelf who is on a journey of self discovery as much as he is there to help his friends
  • Balthazer - A Lumineth / High Elf Wizard
  • Xali-Qhops - A 1 year old Lizardperson from a distant realm adventuring for posteriority, to discover the meaning of the twin tailed comet
  • Oriorin - A Paladin who is devoted to Alarielle and to nature as much as he is to his friends.
  • Alaster - A mysterious human Lockpick and rogue from the Sinian Empire before its fall
I am hoping that the PCRC edit this post and/or post their own updates on the adventures of their characters!

They were brought together by their Dawi friend Gun-dren who has caught wind of the Emperors lost mines.  After foiling an ambush and rescuing Sildar (who wishes to bring order to the town), they finally discovered the location of Krag-maw castle, the old ruling center of the vassal fief, from an old witch hunter, Josef. 

Josef was a mysterious man who seemed to know an awful lot about the Sinian Empire at its peak and even some of the characters visiting him.  He showed a keen ability to dispatch the undead with his gleaming antique pistols.

Josef shown here in his official capacity of a Sinian Empire With Hunter.  
That position no longer officially exists since the Empire fell.  Thanks to Apologist for the pic.

The group now seem to be hard on the trail of the mines and of those that are intervening to stop their quest...