((As suggested, this will be the official posting of all Heralds for now on, instead of individual ones. Please check here every court day to see the new IC announcements!))
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The Herald Posting Chain
The Herald Posting Chain
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Tarion, Lotesse 7, year 109 Happy Spring! Court Notes: There is another reminder about fairy circles. If you see any mushrooms, flowers, or other similar fauna in a circle, do not touch them, step inside of them, for obvious reasons. There was one located north, and it is currently being investigated. The Kingdom will be doing some tests and training drills over a period of time, so do not be alarmed if you come across any increased presence of kingdom officials, as that is why they are around! Expect an update to the lawbooks. Once it is done and copies are ready to be picked up, there will be postings to inform all about it.
It has been three months since the voyage to put an end to the weird weather phenomena and around this time, the three vessels should be at their destination. Before they left, the Herald interviewed a few of the goers to get an idea of what they could expect. First up is Ko'Maroo, an extremely talented tinkerer. When asked what she was bringing, it was focused a lot on alchemicals and encounters for known threats. Sirens, sea beasts, and even common illnesses. She brought a notebook to take detailed notes and maybe some sketches of things as well as plenty of bags to store anything she came across that was new and exciting. She has high hopes that this will be resolved with the teamwork of the different skilled people joining the voyage. She made note of the beauty of such a thing, and with a final quote to give out to everyone: "50 years ago the Kingdom was locked in a war, twenty alchemy and tinkering were threadbare and magic was not fully understood like today. A few months ago, we all figured out how to end the unnaturally long winters, imagine what tomorrow will bring." Another passenger is a Kurol known by Cordelia! She along with most people, has high hopes to resolve and end the weather oddities. They are working with the three crews. She has experience traveling the ocean, as it is home to her like the land is home to majority of us other races. On another note, she feels this device might be related to a problem in her underwater home. She is working to represent the Kurol to put an end to threats her and her people have faced for many years. Ice Monsters, Whirlpools, and giant blocks of ice covering many things out in the ocean. When asked what threats she expected the first thing that came to mind was pirates. There was mention of sea beasts, but there is trust in the whale clickers to dissuade any such problems. She also has a new set of fancy armor that she had requested for this trip and has trust in its make. She does give an apology that her well-checking duties will be on pause during her absence. She also says she hopes everyone strives to make sure that all should work to give love to everyone however and whenever people can. Lastly, we have words from one of the captains of the ships, Lord Melviir Qorinvayas, Knight of the Realm. The Lord is captain of the Black Velvet with his crew. Many know that his house are known for sailing for many years. His father, Lord Enduil Qorinvayas, sailed the as the second to an Arrynlocke captain during the war. As well as his mother, Lady Laenalla, explored the shallows as retainers to House Fingal. He spoke highly of his father and mother, showing that he carries his duties with pride and honor. Preparations for him were second nature, years of experience ensured everything was correct, even for navigation. Astrolobes, star charts, sextants, and years of skill building will ensure he along with others safely navigates to their destination and back home to share all of one's experiences from the six-month journey. He brought up that the three ships were sailing to unknown territory. Challenges will be far and wide, truly unable to properly prepare for all. Yet many common things will be brought. Alchemies that allow one to breathe underwater. Candies to help with sea sickness. Plenty of rations and magic-able individuals to ensure clean water is always available. We can expect our heroes to return in three months time so long as the wind is in their favor. To those families who has members out at sea, trust in those who are with them that everyone will return home safe and sound.
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Isilya, Hisime 35, Year 108 Two months ago, there was the PUblic Auction heled by the Kingdom. There were many of interesting items, and several bidding wars. Some of which were over fabulous pieces of art, amzing weapons, and rare Trinkets. Over all, there was over 5,700 silver exchanged there at that auction.
Also recently, there was a new building built thanks to several builders, Sir Variks Falkvard Gym is up and going. When I reached out to him about it, asking questions about his reasons for having it built and his goals for it, he had this to say: "As explained in my posting, the idea for the Falkvard Gym came as a result of my own injuries sustained at Itiris. Even after my body healed, it was much weaker than it was prior to the injuries, as for months I had no use of my legs and my arm was amputated. I found that exercise was very difficult in the first months, and thus the idea for a more specialized facility was born.
As part of purchasing the property, I have agreed to split 90 silver between Tinkerers who can come up with new machines and methods of exercise, so I hope that the ways in which people may exercise will expand over time. Right now we have a swimming pool, weights, ladders, ropes, chains, and stairs. It seems that the new facility has been highly popular so far which makes me very happy. Another one may be opened up in Barkamsted in the future, though that is not currently a priority and I'm not seeking to open up gyms anywhere else at present so as not to disrupt fledgling communities that may need other amenities first.
Above all, I want the space to be a communal one. Just as the library seeks to expand one's knowledge, I hope that the gym is used to improve once physical health. It's part of a greater effort I have been making over the years within my humble means to ensure that everyone can be well-fed, healthy, and well-educated."
The Herald is calling for all those who are attending to join the Voyage as called upon by the Kingdom for an interview! It is my hope to see all the preparations and expectations of members attending. Please contact me, Raggins Redbeard ((GlacialDawn)) for an interview if you are interested in it! There will be several postings with these interviews over the next several months, leading into when all members have departed.
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Menelya, Urime 29, year 108 We met with the friend of the researcher, as told by the Regent, named Leos. He is a scholar who worked in the past with Agata and the researcher we have been tracking Liraz
He informed us that Liraz was someone interested heavily in ancient disappearances and disasters throughout history, assuming there was a connection to them all. Due to the Cult War research from dozens of past researchers and notes of events from the past were all destroyed, forcing Liraz to cling to scraps of old records.
Lirza followed a theory involving the longer winters, saying there were stories of the cold growing firmer every few years. He had found old documents pertaining to ships lost at sea and disasters that seemed to talk of superstitious sailors. Hence his probably visit to the Pirate Island that the Kingdom sent an envoy to years ago.
Liraz’s research suggested that these events would happen and probably will continue to happen. Which led to him believing it was not ‘abnormal’ but natural weather patterns. His studies into the growing lengths of winter insisted it would continue to expand through several years or just worsen beyond a simple ‘long winter’. He also raved about fish caught by winds and the ocean sea would turn to crystals.
Due to this he eventually discovered something akin to the tales of Anor. As many know, Anor is a divine trinket of fire that has appeared in old legends at times of great upheaval and change. Most records are gone, thanks to the Cult, but enough stories existed.
Liraz believed there were two trinkets equivalent to Anor of Ice and Water. At the start of his research, Leos said that there was no true evidence of it, but he continued after such a wild claim. Over time, Lirza acquired more information on where ships had sunk in the past. Not once, but on dozens of occasions, especially as the winters were recorded to be especially stormy.
Agata and Leos poured over records of his work, and after the Kingdom sent out a call for information, they shared it with the Kingdom. Leos shared what Agata had to say about it,
“Liraz had sent her papers pertaining to a device, which he discovered and which he knew one had to be at the site of the sunken ships. If ships are caught in a maelstrom that only grows with power during the coldest times, it would be invisible during normal seasons of travel for ships. As the pattern grew, more people sent ships to investigate it. Liraz traced the ships' routes to where he believed the location of the device is and sent us a letter of their success in locating it which only arrived a few months ago due to sea delays.
Liraz had made their way back to the whaler city to arrange for ships to travel to the far far east, where he believed the device existed. Liraz believed that the machine could control the weather and is powered by two divine trinkets.
It took thousands of years for the effects to be things we’ve witnessed but the writing has been there since the start. With many clues, it would reside within a large volcano, frozen completely from the inside.”
Since that letter, neither Leos nor Agata has heard from Liraz. It is noted that this volcano does match the visions of many who participated in stopping the winter storms with the help of Anor.
With all this information, the Regent has announced in 6 months, an expedition to follow Liraz’s ‘footsteps’ will leave. It will take about three months by ship to go, so those who wish to join the voyage please start preparing now to do so.
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Dihaoinya, Cermie 24, Year 108 Court Notes:
There was an occasion at the Chat Fonce where someone was attacked by a Darkcaster. It is assessed to NOT be the cult, yet what group or goal the Darkcaster had is still unknown.
The Faun that was north of the city has been dealt with by Sier Erinc and Braq, it has returned to the Fae Island.
There will be a visit from the friend of the Researcher that has been sought out. She will be speaking at the People’s Palace and sorting out all the information we gathered thus far. It should help get people on the same page for how we are going to deal with the long winter we just passed by, and the crazy seas that are associated with it all.
There will be a standardization of materials costs. The Merchant Guild has been working on this for some time and set forward the standardization after a careful examination and it was reviewed by the Kingdom. The process requires many experienced craftspeople and get approval from the masters of the fields in question. For now, the only bits this will impact is smiths and associated metal materials, though it may take a month or two to get it publicly posted and sorted out. Until then, it isn’t in effect. This will protect lower-end crafters and higher-ups both.
A couple of months ago, volunteers of the Kingdom banded together to thwart and put an end to the nearly 3-year Winter. Everyone who participated luckily are all well and those injured are expected to make a full recovery.
The events start with Sir Taggart and the People’s Palace. It was there that many of the folk from Falkvard felt the heat radiating from the building. Sir Taggart approached and felt a connection to Anor.
Flames erupted from the floor in the shape of a sun. Anor told Sir Taggart what to do. Anor devoted his power to help end this winter in aid with devices the Kingdom placed at the heart of where four storms were located. Anor would give shape to ancient memories to allow us to fight against winter in a literal sense. To kill the unkillable by giving it form from ice.
Four portals opened up and teams were built from the volunteers. Sir Taggart joined a group with Lady Mirithel, Sir Erinc, and Yolanda.
There they ended up encountering a group of Ancient Elf spirits from long ago. The group engaged them and talked and discussed matters. Of most encounters the four groups had, this was one of the few non-hostile encounters of memories. Lady Mirithel and Sir Erinc lead the discussions and soon the memory faded to the next one.
They then found themselves in the midst of a refugee camp at the height of the Pact War. People from a variety of city-states were escaping the destruction from all those years ago. It was then that Lady Mirithel and Sir Erinc noticed a group of orcs were approaching to attack.
Sir Taggart gave orders to the refugees, taking action that he had done many times as a Knight of the Kingdom. “I ordered the refugees into action and had them form a shield wall instead of running. We made short work of the attackers, and they retreated after the short engagement” He said, in summary of the battle.
It was then a voice warned them that the next challenge would be the final one. A beast of ice was formed. “It was a beast known as the Brazen Bull. A beast made of metal. It could shift its form to counter what it was hit with, and it got stronger the more powerful hits you hit it with. I twas an enemy that adapts to have no weakness.”
It was Yolanda that gave a clue into how to defeat the beast, as it seemed to reflect any magic that was used against it against the fighters.
With that knowledge, they began to fight as a team. There were injuries suffered from the fight, yet they were victorious.
For the second team, it was Sir Sydian, Sir Gaatha, and Rayko. The three of them appeared in the Bleaklands, specifically in Blackwatch. A place where Cultists used to claim. The groups first memory given form was that of a massive demon with smaller demon minions. They chose to avoid fighting such foes with only the three of them, choosing to seek out the Kingdom Device to end the storm, a choice that proved wise.
As they climbed Blackwatch, they encountered memories of Cultists from long ago near the end of the Pact War. Those memories given lif were quickly destroyed and the team progressed further into the structure toward a bridge. Yet an extremely large Kykvendi appeared, stronger than any others seen before.
Sir Gaatha had this to say about the beast, “It was pushed down to the ground below the bridge twice, and climbed back up both times, evne when we destroyed its arms. While fighting the Kykvendi, something akin to an Ice Giant was shooting arrows at us from afar. Once we defeated both of them, we were able to activate the device and end the storm.”
The third group was with Yamma, Ser Bakreal, and Lady Nemirel. Yama wrote his own summary of events,
I went through the portal with Ser Bakreal and Lady Nemirel. We were brought to a road where a giant heart of fire was slowly falling from the sky, being kept at bay by a knight seemingly made of ice. The knight summoned a giant bird, also made of ice, that shot its feathers like knives at the ground and seemed to awaken memories of the past. Ghostly ice soldiers formed up so I began cutting them down while Nemirel tried to take out the Falcon. One of them had some kind of enchanted compass that it used to ruin Bakreal's sense of direction and he had to retreat into the earth until I destroyed it. At some point, while fighting a group of them one snuck up and got me in the side. Even though it didn't pierce my armor, the weapon almost instantly froze where it struck and gave me frostbite.
The falcon then shot some more feathers down and the Ice Bandits became Ice Orcs that we had to fight off, and then almost immediately after that, they turned into merchants. They were selling various items at their stalls, some of which I recognized as items they'd been using against us already. So I said that we should take note of anything for sale we haven't seen yet, as they're likely going to use it next. Nemirel tried to trade with one of the merchants but they disappeared and shifted again before she could. Afterward, they became a bunch of soldiers who warned us of The Pact and told us to head back to Camars, then Nemirel and I launched an attack on the Falcon and all of the Ice-Spirits showed up at once. Animals, Bandits, Orcs, Merchants, and soldiers filled the battlefield as the Ice Knight finally made his move.
I was able to get the soldiers on our side by killing one of the Orcs and pushed forward through the crowd with them to help Bakreal and finish off the Ice Knight. For some reason, we were all able to cast fire magic, and used it to fuel the engine that had finally fallen to the ground.
Lastly, the fourth group was consisted of Ko’Maroo, Lilith, Grimshaw, Dalimar, and myself, Raggins.
We all ended up together in Angel Crater. The bottom of the crater was covered in ice with the Kingdom Device in the center. It was freezing cold, colder than the winter has been elsewhere that I have experienced.
Once we gathered our bearings, the fog started to show shadows of movements and a glow came from the ledge of the crater landing infront of us. It was a ghostly stag, the size of a cart! With it was a ghostly falcon that flew just overhead. The Stag bowed it’s head to us, then started to circle our group.
It was then that noises and chants from the past echoed around us. Three types of creatures appeared. A pack of wolves, a few normal-sized stags, and a Troll. As we fought against the creatures, we seemed to magically teleport around, either an effect of the device, the storms, or something else working for or against us.
Once the first wave of enemies was thwarted, the second was two distinct groups. A pack of Werewolves and a group of elven hunters. Both High and Dark in nature. They spoke elvish to us, yet still saw us as a threat and enemy. It was a combination of efforts from all members to thwart both foes on either side of us.
The next memory was more recent for some of the older members of the Kingdom. It was when the Cultists were attacking Barkemsted near the end of the Pact War. Goblins and Orcs versus the Kingdom’s Army. We sided with the Kingdom shouted our allegiances and attacked the Pact enemies from long ago.
In the middle of the battle, however, the dark sky was broken by a brilliant glow, which was when something large fell into the crater with us. An Angel appeared telling us to not be afraid. It knew it was a memory, stating so itself. An encounter that I myself will never forget.
Once the battle was over, time began to shift and the Stag and Falcon appeared before us once again, yet this time in not so friendly a manner. It was apparent what we must do, defeat these two final memories.
It was not a simple fight, yet thanks to luck in preparation and skilled combat skills, the two beasts were finally slain. With minimal injuries, the device activated, and we returned back to the People’s Palace with the same portals Anor opened up for us.
One thing that was a constant in all four encounters, was the Volcano that all four groups saw in a memory. As far as currently known, it is not a Volcano that is known about. Not the one of Thondum, On Acadia, or anywhere else within the Kingdom. It can only be speculated as to where this place is, and why it was seen by all groups.
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Menelya, Narie 37, year 108 Winter is over everyone, and with it comes new beginnings and continued old ones as well! The full story and recount of the individuals who aided in ending the nearly three-year winter will come once many of those who fought have recovered. It was a harrowing experience, and it is not fully over yet, but hopefully, those storms will stay away for now on.
Court Notes:
+ As a note, with the snow melting, the ground will get wet. Melting snow means water, and water can flood. Those who live in the lower sections of cities please pay attention to drainage and if any problems occur, contact the Kingdom Scribes.
+ The Kingdom is still in search of this ‘Researcher’ and hopefully will be finally tracked down soon. There will be a multiple-month-long ship ride to where the Researcher is believed to be. Those who wish to aid in this, start preparing now for the travel.
+ To those with crops growing and wish to make donations please contact the Church Alms House.
+ Sir Varik ((Poloslav)) wishes to let it be known that all those who helped with ending winter last week may contact him for the next month and he will give them 20 silver.
+ The Falkvard Mill is ready to have any flour or other grains ready to be ground down. Please contact Braq ((GlaicalDawn)) if you wish to have any produced work there.
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Alduya, Lotesse 28, year 108 Court Notes:
The duBois are happy with all the efforts of the folk that have reached out to them to give help, but are still seeking it. Please write to Hubert duBois ((Polo)) if aiding him is something that you can do.
The Crossroads is starting to really build up and will be looking like a new town in no time! With the warmth there, it is only a matter of time until it becomes a proper place with farms and other goodness. This a testament to how we have overcome the Cultsts and turned what used to be a foothold for them into a place where families can be raised and the Kingdom has expanded.
The Regent made sure it was noted that enormous storms were brewing and were not dying down in several areas. The Kingdom is looking to send some groups to investigate, but the storms don’t respond to any sort of weather magic at all.
Each storm is churning quiet uncaring of whatever people do to it. There is one around Angel Crater, another along a major road, and a third out in a forest far east of here and that is out near an area of the bleaks worse off than usual even for the Bleaklands. Sometime near the end of the month, there will be actions taken toward these storms. Conversations are being taken with whatever scholars that can be found, and to trace back information to the one who went by ship.
Be careful going north of Tenifae, the Fae that was last posted about is still out and about and will be dealt with by the Fae Friends soon. Just avoid going off the main road as much as possible.
Sons of Itiris Conflict A few weeks ago, there was a conflict with the Sons of Itiris. A well-known group of Zealots who are self-proclaimed followers of Aderoth. This conflict was the end of what was thought to be a mild disagreement between a group of loggers and a camp of Orcs.
Sir Varik gave his account of what the start of it all appeared to be:
“We were called to help out with an ongoing dispute at the Crossroads, which reportedly may have involved an Orcish raid on the area that has recently become increasingly inhabited by people fleeing the winter frosts. Lord Acheron of House Arrynlocke, Aspirant Ardor O'Connel, and myself split off from the others to talk to a group of lumberers and ascertain what was going on through them. They reported two sides of the story; either that the human strangers were kidnapping people, or that the Orcs were attacking villagers. As we spoke, a messenger from the Orcish tribe and a small group of the "villagers" approached us and started talking.
My suspicions that the people we were dealing with were in fact the Sons of Itiris started when one of the lumberers reported hearing a common chant of the Sons. Though we managed to capture one of the small groups, the others escaped, so we decided to pursue them. We met up with the other group of volunteers and, together, attacked the Sons from the valley where the two houses that would be our field of battle stood whilst Sir Sydian and his team started the fight in the middle of it.”
During this time, another group with Ser Bakreal was off talking to the Orcs:
“We met with the orcs and we were lucky we had Maroo who could speak their tongue and Braq who is also an orc. Got the details out of their reason for being in the lands all armed and armored. Found out it was a common enemy (The Sons of Itiris) and then worked together to kill the enemy and free hostages. The orcs agreed to our plan to have them take out escapees and scouts while we attacked the main camp to avoid confusion and overcrowding on the battlefield.”
The third group had Miss Grimshaw and told her perspective of the start of events:
“The group of us consisted of Miss Lilith, Sydian, myself, and an elven man named Vel. We'd gone up to the 'travelers' directly, who were behind an ice wall and were struggling with a broken wagon wheel. We spoke briefly, offering help and solutions. The individuals showed intense racism, and secrecy around those they said were simply 'injured'. To the point of only saying I could check on them due to being human- Yet they still grew aggressive when the 'Gable Farm' building was approached.”
At this point, the Sons of Itiris realized they had been figured out. Once all three groups had convened, it was the start of a battle between the Sons and the members of the Kingdom.
I was able to sit down and talk with Lord Acheron of House Arrynlocke and ask about their perspective of events. They were very detailed about everything they and their Dragon Ambrosia witnessed from the battle:
“They had a Telekinesis mage, they had an Ice Mage, and one turned into a Martyr. Which, once they are close to death they burst into holy flames and fight until their last breath. Sir Varik had informed everyone that the only way to rid of them is to tear them into pieces
After the conflict, I entered one of the buildings. Upstairs there was someone who had already tried to take their life, but Sir Varik insisted that keeping them alive was pointless. I investigated the room and found that a ladder was leaning against a far wall, and saw a hatch. Inside the hostages were found. Two children, four adults.”
Sir Varik commented this on the start of the battle:
"Lord Acheron of House Arrynlocke, Aspirant Ardor O'Connel, and me all ran down the hill and to the other side of the road, where the Sons kept the hostages. I broke off from the group to save an Elf who joined us in the fight, but whose name I do not, unfortunately, recall, as he was about to get crushed by ice spikes. Instead, I pulled him out, and then ran him through the ice field, taking the attack to my shoulder and back instead. An ice mage, as it turned out, was casting on our location but he was fortunately neutralized alongside the others. In the end, there were several burn victims in our party, but no deaths occurred. It was an honor to fight alongside his lordship and his companion for the first time ”
Miss Grimshaw said this about the aftermath of the conflict:
“We had no causalities between us and managed to rescue six hostages from the building they were hiding them within. With all Sons found taken out of commission- Albiet regretfully, I think some of them could have been persuaded otherwise. Or at least we should have tried- But that part can't be changed now. Assistance was also granted by the orcs in the area, as well as some Foresters who seemingly were either traveling through or lived nearby.”
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yaama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Menelya, Viresse 37, Year 108
It's been a busy several months and a lot of things have been happening. Several months ago, an estate was attacked by the ocean, and a family called for aid from the Kingdom,
Just outside of Barkamsted stands the DuBois Estate. Mr Herbert DuBois, an avid hunter and collector of rare animals, keeps a beautiful and diverse menagerie there. Ser Bakreal Coalheart told this paper that he “was very impressed with their knowledge and collection”. Some months ago, however, severe flooding caused various animals of that collection to break their pens and cause havoc in and around the estate. Fortunately, several brave volunteers from all over the Kingdom answered Mr DuBois’ call for aid and ran to the rescue.
Ms Grimshaw, who went to contain monsters outside the estate, along with Ser Bakreal Coalheart, Sir Sydian Elsinire, Mr Yama, and Mr Kriggix, told this paper “We found a manticore with torn wings not far from their estate atop a hill free of trees. When we were sizing up how to deal with the particular monster- several smaller-sized dire spiders found us and tried to attack with their venom- around six in total.” Fortunately, as she said, “Both types of monster were subdued without too much difficulty.” The estate itself, on the other hand, appears to have been full bedlam. Mr Kar'Ozukiro, who was there, recounts: “We went into the basement and found little light and lots of beasts. There was a big spider, some kind of horse thing, a fox that spits out gas, a giant lizard on two legs, a lion beast called a Manticore, and some kind of snake person - not a naga.” All of these beasts were slain through a concerted effort of all involved, including Emir Esmail Zafar, Ms Ko’Maroo, and Ms Inbar Jöhundergap.
Meanwhile, Ms Ewedol Drury and a number of others worked their way through the upper parts of the house. “Soon as we stepped in we saw some flutterbunkies flinging around shit from the walls and cabinets. Damn, shame some pricey wines were thrown at us! Broke my heart, that. The critters went yanking on my hair! Fast little fuckers they are. But pretty easy-peasy to deal with killed the lot of them,” so said Ms Drury, referring to a rare species of Acaedian Flying Monkey. “Went on upstairs and BAM big ole cocks burst screeching in the hall and one burst right from the wall! Cockatrices, if that ain't clear. We got one of em but the other surprised me so I took a nasty tumble down the stairs.” Despite this, Ms Drury and her companions, Mr Raggins Redbeard, Ms Yolanda and Ms Violet, managed to save all the members of the DuBois family who were trapped in the mansion.
In the end, all the escaped animals were either killed or recaptured with minimal injury on the side of the DuBois family and their brave helpers. Mr DuBois commented “𝒰𝓃𝒻𝑜𝓇𝓉𝓊𝓃𝒶𝓉𝑒𝓁𝓎 𝓈𝑒𝓋𝑒𝓇𝒶𝓁 𝓇𝒶𝓇𝑒 𝓈𝓅𝑒𝒸𝒾𝑒𝓈 𝓌𝑒𝓇𝑒 𝓈𝓁𝒶𝒾𝓃 𝒾𝓃 𝓉𝒽𝑒 𝓅𝓇𝑜𝒸𝑒𝓈𝓈, 𝒷𝓊𝓉 𝓉𝒽𝒶𝓉 𝒾𝓈 𝓉𝒽𝑒 𝓅𝓇𝒾𝒸𝑒 𝑜𝒻 𝓈𝒶𝒻𝑒𝓉𝓎 𝒻𝑜𝓇 𝓉𝒽𝑒 𝒻𝒾𝓃𝑒 𝓅𝑒𝑜𝓅𝓁𝑒 𝑜𝒻 𝐵𝒶𝓇𝓀𝒶𝓂𝓈𝓉𝑒𝒹, 𝓈𝑜 𝓌𝒽𝒾𝓁𝓈𝓉 𝒶 𝒽𝓊𝑔𝑒 𝓈𝒽𝒶𝓂𝑒 𝓉𝒽𝑒 𝓈𝒶𝒸𝓇𝒾𝒻𝒾𝒸𝑒 𝓈𝒽𝒶𝓁𝓁 𝓃𝑜𝓉 𝑔𝑜 𝒾𝓃 𝓋a𝒾𝓃. 𝒲𝒾𝓉𝒽 𝑔𝑒𝓃𝑒𝓇𝑜𝓊𝓈 𝒹𝑜𝓃𝒶𝓉𝒾𝑜𝓃𝓈, 𝐼 𝓌𝒾𝓁𝓁 𝒷𝑒 𝓁𝑜𝑜𝓀𝒾𝓃𝑔 𝓉𝑜 𝓃𝑜𝓉 𝑜𝓃𝓁𝓎 𝓈𝓉𝓇𝑒𝓃𝑔𝓉𝒽𝑒𝓃 𝓂𝓎 𝒽𝑜𝓁𝒹𝒾𝓃𝑔 𝒸𝑒𝓁𝓁𝓈, 𝒷𝓊𝓉 𝒶𝓁𝓈𝑜 𝑒𝓍𝓅𝒶𝓃𝒹 𝓉𝒽𝑒 𝒹𝓊𝐵𝑜𝒾𝓈 𝒸𝑜𝓁𝓁𝑒𝒸𝓉𝒾𝑜𝓃 𝒾𝓃 𝓉𝒽𝑒 𝒻𝓊𝓉𝓊𝓇𝑒!” Mr DuBois further stated that he is looking forward to collaborating with the Hunter’s Guild in the future.
A couple of months ago there was a call from the guard for volunteers to aid up north in the Tenifae regions. During this time, the moon took on a crimson hue from the occurrence of a Lunar Eclipse, which might be related to these events.
Teams were broken out to aid. There was one team consisting of Rabziin Rez, Ardor, Braq, Violet, Yolanda, Mallory, and myself who encountered a giant black dome covering the lake east of Tenifae. There, they encountered a woman who asked for their help to close a rift in the Void.
When asked, Ardor had the following to share:
"We were sent to a lake to the east of Tenifae to investigate an instance where scouts had been harmed going out that way; we saw in the distance a massive dome covering the entirety of it, something that looked like an amalgamation of liquids and oils but was actually more like tendrils of spectral and void moving against and away from each other. It shimmered and writhed all at once, the surface folding in on itself. I recall there was a hum coming from the dome and I could feel something in the back of my mind. As we reached the outer perimeter, someone spoke to us from within. Her name was Takhme, of crescent's peak. We allowed Rabziin to take the lead in speaking with her, as he seemed to have more of an idea of what we were dealing with than the rest of us. Takhme was donned in a crescent moon veil with green garments that had a slight spectral-seeming glow to them.
After we explained why we were there - to investigate what had been causing harm to our people and prevent further harm - Takhme introduced herself and explained that we can never fully understand each other. She explained that this was a rift, caused by the growing changes of the world and that it was the request of her great guide that it be sealed until it could be destroyed as he had 'no use for a blind rift'. Rabziin then confirmed that she wanted similar to what we did in a manner, to return the land to how it was before. She told him not to thank her and remarked on how quiet the rest of us were to which we - Braq, Violet, Yolanda, Mallory, and myself - all responded saying we trusted him to speak on our behalf, but we introduced ourselves anyway.
She explained; 'My goal is to return this land to how you remember it. To resolve this conflict, I must shut the rift within this space myself. Doing so will cause it pain. And by causing it pain, it will lash out, releasing the lives it remembers. I would like for you all to defend me as I tend to it. Be warned, however; you, living flesh and blood, will be under its influence within this space. It sets its own rules.
The group prepared and we entered the dome that parted for our entry. The rift sat in the middle and Takhme stepped toward the middle. The rest of us carefully positioned ourselves around the rift understanding that we may be influenced in strange ways and preparing for a fight. Then, the hum I had heard earlier grew louder and became more of a beat, and Takhme warned all of us not to fall into the water, for the rift extended deep. As sealing the rift began, opponents began to pour out and assail us of spectral, voidal natures; this included two large trolls, first one and then another that had the same fiery weakness as your normal troll, but when their bodies broke down became a disturbing mass of ink-black tendrils that tried to bind and drag at us, one of which tried to pull me into the waters after I had taken it out. Another was a massive whale, which did at one point rise from the waters and slam its tail downward. At times, the space influenced where we were positioned, and some of us swapped places- not something I personally experienced.
While some of us were hurt, myself included, I believe only one of us fell into the waters but he seems to be fine now. The sealing of the rift was successful and the dome fell apart. Takhme left us with a gift, a sword which I now have in my possession and seems to be formed of moonlight. Nothing like I've ever seen before, but beautiful. There were also two other groups, I recall Ko'Maroo, Grimshaw, Sir Sydian, Remigio, and Voyemir were some of the people in those groups."
Another group involving Sir Sydian, Nathan, Ser Bakreal, Grimshaw, and Mrs Maroo encountered a frozen hunter.
When asked, Nathan replied the following:
"My group didn't encounter any void, but we did deal with a lot of ghosts. Seemed to me like there may have been a hunter, maybe even the ghost of a spirit, trapped in this strange ice and bringing forward a whole lot of other ghosts. We were able to peacefully resolve it though, at least with the man trapped in the ice. There were a whole bunch of other spectral animals that did need to face off. "
When asked, Grimshaw told me this:
“We encountered many spectral wolves and birds who attacked us- alongside a spectral bear near a body held in ice. It turns out that a Mystic had been trapped in the ice and had died there. After fighting off the smaller animals, the bear calmed and we melted the mystic's body free, after which they seemed to pass on. Afraid we didn't get a name for the man, however, and after that, the spectral presence ceased.” Ko'Maroo had the following to say about the matter: "Myself, sir Sydian, Grimshaw, and Ser Bakreal had answered the call addressing various strange things relating to spirits at the time. We ventured past Tenifae, past the tall cliff face to the East, and eventually found a frozen pillar of ice. We were soon assailed by various spectral beasts, engaging in battle with them as we moved closer to the ice. Sir Sydian thawed it out, as we saw someone trapped within.
The person was revealed as a skeleton and a ghost. They spoke, beckoning a spectral bear to hold, to rest. He thanked us, and both passed from the world. He'd been a mystic, it unclear how he came to be trapped. Perhaps he'd tried to investigate the long winter and fallen victim to a spirit." Grimshaw had the following to say: "I'll start with the spectral thing since it was further back. It was when three groups set out to deal with disturbances near Tenifae! Sydian, Nathan, Ser Bakreal, myself and Mrs Maroo were in this particular group.
We encountered many spectral wolves and birds who attacked us- alongside a spectral bear near a body held in ice. It turns out that a Mystic had been trapped in the ice and had died there. After fighting off the smaller animals, the bear calmed and we melted the mystics body free, after which they seemed to pass on. Afraid we didnt get a name for the man however, and after that the spectral presence ceased.
Then the Sons of Itiris incident- The group of us consisted of Miss Lilith, Sydian, myself and an elven man named Vel. We'd gone up to the 'travellers' directly, who were behind an ice wall and were struggling with a broken wagon wheel. We spoke briefly, offering help and solutions. The individuals showed an intense racism, and secresy around those they said were simply 'injured'. To the point of only saying I could check on them due to being human- Yet they still grew aggressive when the 'Gable Farm' building was approached. The encounter overall wasn't very long before the groups converged and we entered into a fight. We had no causalities between us and managed to rescue six hostages from the building they were hiding them within. With all Sons found taken out of commision- Albiet regretfully, I think some of them could have been persuaded otherwise. Or at least we should have tried- But that part can't be changed now. Assistance was also granted by the orcs in the area, aswell as some Foresters who seemingly were either travelling through or lived nearby."
The third group containing Remigio Voyemir and a few others went out and battled against some spectral beasts. Quickly ending the threat. They were able to burn the bodies and bring peace to the ghosts.
With the arrival of Spring, so does new dangers. Recently there was an encounter with a Fae known as Fauns with two others. Yama reached out to Lilith to get her knowledge on the matter:
"I have only ever interacted with a few of them. I'd make it clear in the article that people shouldn't go out with the goal of fighting them, it's far better to just not interact if they're worried and report that they saw one to me or Sir Erinc.
That being said - Faun are Spring fae that are generally comedic and very celebratory during the day, and sinister in the evening. As with all Fae, it's best to not speak with them or make anything that could accidentally be a deal, especially without a Fae expert nearby. But they do tend to be 'safe' during the day in that they won't outright try to harm you, as far as I've seen."
It is heavily advised to not seek out the Faun and report all findings to Lilith and Sir Erinc.
Just a few weeks ago there was an attack west of the Crossroads, this will be covered in the next Herald Issue. There was a battle against the Sons of Itiris that was victorious against them.
The Herald is always seeking information and stories, if at any point you have a desire to have something posted, please contact Raggins Redbeard ((GlacialDawn)) or Yaama Khaali ((LivingDeadMan)).
In addition, if you would like to work for The Herald, please write to either one of us as well and an interview can be scheduled!
Menelya, Narquelie 5, Year 107 A small posting from The Herald from the Pumpkin and Pestle. Two new alchemies are being given out to farmers with a permit. One provided by Lady Scylla Evander and the other by myself, Raggins Redbeard. Both are to help farmers through these winter times. --Below are drawings and descriptions of both the Alchemies and what they can do--
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Menelya, Narquelie 13, Year 107 There is a lot to cover in this month's issue of The Herald. Please be sure to read it all, even if you attended court, as there is an additional announcement that was not stated during court. + First things first is the current buzz. There are two groups of entities that have given the area near The Crossroads warmth through this ongoing Winter. The first is a grouping of Elementals and Natura. The group that interacted with them had to help complete a ritual and defend it from attacking beasties. It all went well and the people there were able to witness a rare moment of divine intervention. + The other event involved a floating island set aloft by the Fae of Games. A reminder that even benign Fae can be dangerous if you make the wrong agreement or take the wrong action. This Fae moved the group onto the Island where they faced a number of trails. At the end of it all, they won, and now there are warm areas to help grow food. + A third group went to where a Grendal fort was previously wiped out and encountered a group of mercenaries known as the Bloody Butcherers. They had some nasty explosives and seemed to be trying to cause problems for the kingdom. They are taken care of and an investigation further into the manner is being done. + For those earlier this Month who felt or heard about the Mountain of Thondum, here is an answer to your questions! The Thonduhm movement had reached out to a Stone Keeper, a Dwarven Santcerid or Champion of Kinos who merged his spirit to the land in the same way many elves did in Manadh Calad. This man was able to give a great deal of information and history as well as take up his proper duty of protecting the mountain. The reason for the glowing and shake-up is unknown, but there is more being investigated about it. Also, he informed the group that he is protecting the mountain now so hopefully things will calm down over time. He also talked more about the Dark Elves. Specifically, they had originally been High Elves, part of a house that tried to defy the way of things. It did not turn out well for that House, as they lost the many gifts the Gods gave them. Many of the members of this house realized it was a terrible plan and broke off from that group either staying in Manadh Calad or choosing to split from the actual action before it was done. Those who broke off from the group lost their magic but gained the love and blessings of Uldir and Perities, who granted them the shadows of Manadh Calad and their strength of spirit. The Dwarven spirits don't know the difference between the Dark Elves and those who betrayed the divine order, so that is something that will be slowly sorted out. + On the topic of Elves, there is a shift in the Noble House structure:
Major House of Fe'Kias has been dissolved, surrendering assets and members to House Vodussi
House Evander has been raised to Major House status while the Halls have been divided away from House Vodussi
Major House of Fe'Kias has been dissolved, surrendering assets and members to House Vodussi
The Hall of Earth, which trains soldiers, now belongs to House Lyral
The Hall of SKy, which trains Scroll Guardians, remains with House Vodussi
The Hall of Falling Petals, which trains Seryns, belongs to House Remartiu
The newly formed Hall of Tide belongs to House Arrynlocke, which will focus on exploration, strategy, and navy!
The Hall of Stars, which is the grand Library of the Elves, goes to House Evander.
+Lastly, not announced during court, as many people will not be able to purchase new farming land or move out to the Crossroads, there is a solution! Lady Evander and Raggins Redbeard have created two different Alchemies to help grow crops during this winter season. Both will be available, for free, to those with a farming permit at the Pumpkin & Pestle soon.
+For those who wish to purchase land in the new warmer areas, please contact Property Management. There is already a massive rush to purchase land and get going on tilling the ground for food.
Below is another report on the monsters and creatures found on our world by Yama Khalli! Creature Report: Kappa
Kappa, sometimes also known as "River Child" or "River Tiger" are turtle-like creatures that stand upright at around the height of a dwarf. Their skin is usually green but blue and yellow shades have also been observed. They have a beak and large sturdy shells covering their bodies that they can retreat into for defense. The top of their heads has a bowl-like divit that is filled with water.
They are not the most dangerous of creatures, however, they are capable of killing the unprepared and quite mercilessly.
They usually reside in swamps and are known for dragging people under the water and holding them there until they drown. They are somewhat intelligent and capable of using basic weaponry.
Addition information from Voyemir of the Hunter's Guild:
"The Kappa is a turtle-like creature that mostly inhabits swamplands, especially in the Salt swamp of Barkamsted. They pair for life and nest as families. They are hostile to outside Kappas and highly territorial, capable of using basic tools and weapons such as clubs, rocks, and spears. They are intrigued by objects and gifts, to the point of greed. The legends of them being tricksters seem partially correct, as they are capricious and violent, but they are still semi-intelligent animals. Kappa are capable of constructing rudimentary art and I have observed them making an altar. They are cannibalistic in nature and have been observed to carry organic soul gems within them, near their hearts. This is not yet researched well. It used to be believed that those soul gems were in their bowels. Their nests are simple, built out of timber, and hidden by mud and leaves.
Kappas mostly focus on ambushing from swamp waters. They are not very strong but can surprise and attack opportunisticly in numbers. It is best to not go into a swamp alone and be prepared for a fight. They are fairly fast, but not especially strong, though their shells can deflect arrows and blades, and they are fast enough to pose a threat, especially when they are in groups. They can try to pull prey into the water. Ranagar's and my original contract indicated that they robbed people instead of killing them, so that is also a possibility, as is a rumor they may be bargained with, but as animals, it should not be assumed to be the truth until further research is done."
Additional information sourced from the Hunter's Guild Archives.
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Isilya, Narie 19, Year 107 Court this month was straightforward on the topic of a recent endeavor to push to finally rid the Crossroads of the leftover from when the Cult occupied it. This was the combined efforts of House Evander and the Mercenary Company, Dyrnwin. They were successful in emptying out the last of the Cultist influence. The general public is asked to please stay clear of the area for a few more weeks until it is fully cleared and deemed safe once again for travel. However, the victory came at a cost. Thynd Castien Elsinire interrupted a circle that was attempting to summon a Demon. In doing so it launched him into a nearby pit of Acid. His actions saved not only the group of mercenaries but also the Elven unit he served with. Please allow Sir Sydian Elsinire time to grieve. It is on good authority that Castien's soul should have passed on and was not claimed by the Cult. In the next month or two there will be awards to the company as thanks from the Kingdom for aiding in reclaiming an enemy space. There will be several small events through the next few months leading up toward the end for the Kalai. There is a reminder for the upcoming Kalai event that they do not care for Fire to the point of seeing it as violence upon them, so keep distant for that.
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Valanya, Lotesse 7, Year 107 There is a high stress that only Kingdom Officals ever contact those who are not a follower of the Red Peace. This is for your own safety. Only those the Kingdom has a truce with is to be fully acceptable so long as one is respectful. These Kalai have acknowledged the Kingdoms capabilities. In short: always make sure they follow the Red Peace before initiating friendly interaction. If they do not follow the Red Peace, speaking to them may prove a dangerous choice.
Valanya, Lotesse 6, Year 107 Regent Glaedwin informed everyone of the whole Kalai thing. The Kalai have been respecting the treaty and have responded, building up to celebrations. The Kingdom is doing much the same to ease into what should be our spring. Some people are assigned to arrange for the upcoming celebrations, which will use the fairgrounds and likely the ballroom. The exact details will be sorted out over time. The Military is pressed to keep the roads clear when it is even remotely possible. There are private foresters and agents of the crown to gather wood for the people during the winter. Hunters have been assigned special contracts to help bring in more meat. Alchemies for the farms are assessed to be done very soon so people can begin something for the approaching harvest. But, it won't be the same as in previous years. This does NOT eliminate dangers outside of food that this winter is bringing, and even then, everyone should continue to do as they have without this possible alchemical aid. Please clear your rooftops often, or the weight of snow can be an outright disaster. Watch out for people sitting down in the cold, especially down south by Barkamsted as they might underestimate the snow and ice. For those that are hunting, please be aware of starved animals. They are a danger and desperate. Please be aware of suddenly feeling warm. If you start feeling so cold you get numb, that is a very very bad sign. If you can't properly move your fingers, or your ears start to sting, or your breath burns, GET OUT OF THE COLD. These are just signs, and if you want more signs and treatment options please contact the hospital and get the best information from a professional medical practitioner.
Lilith wishes to remind everyone that if you encounter anything weird that you think MIGHT be fae, please let her or Sir Erinc know. Neither of them can help if they don't know about it
Sir Gaatha has given extra information on the Kalai people. Hopefully, this will help people prepare for when they come for the festivities: The Kalai are a race of people with a deep connection to Ice magic and the Bleaklands. Because of that fact, they also have a degree of connection to dark, as they seem to have a discomfort to holy magic but not a weakness like other creatures. They speak a language known as Mal'Kala, of which Sir Gaatha can speak and read to a degree. Based on previous knowledge with languages, Sir Gaatha believes it has roots in the Demonic tongue. Sir Gaatha believes these facts among others have lead to distrust of the Kalai, for good reason. They have the belief that anywhere there was snow was their land unless actively and often challenged by another tribe. Through combat and death a tribe gains strength. Might makes right to them and is accepted in their culture, as one tribe may absorb another through raids. The survivors are expected to understand they are now a part of the winning tribe. That is to say they have a degree of honor and respect, foremost they see the ability to use ice magic and speak Mal'Kala as a gift from their God. Being able to do so makes you closer to an equal in their eyes and will bring pause. Even among tribes that do not accept the Red Peace we have with them. When their is calm and understanding they can be cooperation and compromise with the Kalai. They often desire glory in battle and expect to be able to take the bodies of their fallen home even in defeat. They may at times attempt to say they should be allowed to take at least the heads of those they defeat. It is best to hold your ground and reclaim the remains of our own and allow them to take theirs. They will honor terms so long as you've the strength and authority to keep them to it. Be prepared for them to all attack if you've won a duel and come to face them alone. They hold family and their Gothir in high regard, as Enjar second to that. As a champion of their tribe, they are great warriors and hunters. Invoke the Enjar when dealing with roaming Kalai. Invoke their Gothir to the Enjar for anything more official. However no one outside of the leadership of Knight's Order or the Regent themselves should be speaking for our kingdom. Only speak of your personal situation and survival when dealing with the Kalai. As if you were talking to anyone else in the Kingdom, they are not citizens nor do they likely know or care for the laws of the Kingdom.
Mercy and kindness are bliss, but any that are within our lands outside of agreed upon instances like the coming festival. Is considered a breach of the Red Peace and permits anyone to consider them as bandits if not invaders of our land.
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Elenya, Viresse 33, Year 107
Recently, there was a tribe of Kalai, ice people from the Bleaklands, that have been on good terms with the Kingdom, approached Falkvard a few weeks ago. Their Gothir spoke with Sir Varik and announced they are holding a festival to celebrate their God's Grace that smiles upon the world.
They wish to hold the interest of the Red Peace. There will be a celebration in the next few months ((FEB 10)) as a show of goodwill and friendship. They wish to see the stars and God's Light.
In preparation for this, The Herald has gathered some information to give people insight on what can be expected from notable members such as Sir Varik, Lady Mirithel, Sir Gaatha, and our very own Regent:
The one most important thing is if you do show up, do not bring light, fire, or anything 'warm', though things like furs and clothes are common among them. The Kalai view fire how some of us view demons and dark magic.
They are people like the rest of us. They have their own God, they honor the dead, have festivals, hunt, eat, and other such things. For those who wish to barter and trade, having a way to speak other languages is suggested so you can more easily communicate with them. Meats, Fruits, and other foods as well as, furs, arts, and trinkets are highly encouraged to be brought and traded to show off the craftsmanship of the Kingdom. But do be careful, these are not the Kingdom's allies. So trading Alchemies, creative weapons, silver, and other such things are not encouraged.
Isilya, Sulime 11, year 107 Another year down and many more to go. The Herald hopes everyone has started their New Year out well! We have notes from the last court, with answers that everyone is probably already asking. You can thank Yama Khaali for taking these down.
The renovations on the castle have been more or less completed
Despite it being the usual Spring Time, there's no sign of winter slowing down or stopping. There is no clear answer as to why it is still happening, but it is being looked into.
People have been spotting Elementals more than usual, they're hostile so be careful and don't seek them out. If you do happen across any, please report it!
A group of foresters ran into a Fire Elemental that didn't attack them for unknown reasons. If you happen to encounter a similar situation, please report it!
The kingdom is working on solutions to help farmers and citizens in the cities
Lady Evander is working on a possible solution to help crops grow
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Elenyah, Ringare 9, year 106 - Court Notes- + The Herald hopes everyone enjoyed their Mithras time. It was a fun event and even if you were cited, we all still love and care about you all. + As many who went realized, Gregory was there. However, Erinc has a plan to try and get him released by the Fae. If you are interested in helping him, please send him a letter or ten to aid in that process. + For the rest, this was the last court that will happen for a few months. The Castle is near completion and may be as soon as another week or two that the exterior is finished! As a mention of note. + For those with private ships, keep close to the shores when going on the trade route toward Barkamsted from Falkvard. There’s some danger in the waters just north of Tenifae, which is a little off that path and in the opposite direction but most swing by there and make the loop toward Thonduhm and Barkamsted. There is a spot where small fires and lights dance over the waters, DO NOT approach it. Leave it be. It’s related to the Fae. Specifically Winter and Day variety, which means bad all around. It’s being sorted.
Over the last few months, there have been a variety of battles in The Arena. We are doing what we can to reach out to the fighters as well as Arena Master Kasakir for additional insight about the battles.As for this month, we will cover the fight between Braq and Ricardo.
This was a strange one not only due to the match up of an Orc versus a Goblin, but because of the rule set forward for it. The rules requested were as follows, From Ricardo: NUMBER ONE: No Magic
NUMBER TWO: No Enchantments
NUMBER THREE: No Drugs
NUMBER FOUR: No Outside Assistance
NUMBER FIVE: No Armor
NUMBER SIX: No Swearing
NUMBER SEVEN: No Explosives
From Braq:
Nothing over Dwarven Steel in quality
The battle ended with Braq as the victor at the cost of one of his eyes. The fighters had this to say about the event;
INTERVIEW WITH BRAQ:- How did you prepare for the fight?
"Well Ricardo had weird fucking rules. Limiting me more than himself. No armor, no enchantments, no drugs, nothing of that sort. So, I had to plan to /not/ kill him. All my shit would just obliterate him. Arena enchantments or not, he would have surely died. So, I had to find a smart way to win, hence my nets and bolas."
- How were the rules limiting for you?
"It's the fact that /he/ wasn't using any alchemies. Nothing to improve his defense. No magical armor, nothing like that. Nets and bolas restrain, and I can just wack his limbs until he yielded. If I used any /real/ weapons and I actually hit him, he was going to die."
- How did the fight go?
"Essentially that. I approached, threw bolas from behind my shield. He got close, I netted him. Then pinned him down with my man catcher. Exactly how I planned. Not surprised he didn't yield, and almost was glad he still fought but he kept talking, and was just stalling. He got desperate, threw his cleavers, and the second one hit me in the face. Want to talk about pain? That was outright excruciating. Then the fucker surrendered once I netted him again and was about to really bring on the hurt on that fucker."
- He kept approaching after you hit him with the bolas?
"Nah didn't hit him with the bolas, missed the only two I threw. He got close, trying to cut at my legs, which is when I threw my weighted net on him."
- [After some other questions for clarification]
"I broke his leg when he didn't surrender the first time. When I had him pinned the first time, he was immobile but was cutting the net. Gave him a chance to surrender, he didn't, then I wacked him with a wooden staff. Could used my mace and literally demolished it, but I didn't."
- What did your opponent do well and what were their mistakes?
"His mistake was doing the challenge in the first place. It was a risk on his life to fight me. Forcing me to not fight at my best which was a bitch move. But I won't ever say no to a duel, regardless of the idiotic rules. His only /technical/ good thing was blinding me. If it was life and death, sure, but it wasn't. He was a sore loser who couldn't take a loss with pride."
- Anything else to add?
"Not for the paper nope."
As for Ricardo, this is what he had to say: - How did you prepare for the fight? "I did not prepare; a duel prepared for is not a duel at all but an ambush, and I would not disgrace my opponent or myself with such underhanded tactics. I challenged Braq to the battle in good spirits, a show of two races both ostrich sized yet in opposite ways, and lived my life as usual. The closest thing to preparation I did was repeatedly having to defend Braq's decision to fight me as everyone yammered over the fight being unfair and that I would most certainly die. I even had to tell Braq himself that I am prepared for what may come, that he need not hold back. And yet he still insulted me so with his gormless approach that can hardly be called 'combat' any more than firing a cannon at your enemy!"
- How did the fight go?
"Braq, the Orc who stands triple my height, who kept himself hidden behind a tower shield double my height, kept his distance and threw ranged weaponry at me, even after I had discarded my crossbow in a show of good faith for proper melee combat as he desired. The first two of the seven weapons he used were barbed bolas which I swiftly dodged, realizing that despite all his advantages this man had come to me not as a man but a walking armory! I had specifically tried to create the best rules for a clean, fair duel but I suppose 'No more than 6 weapons' was also required.
So, there I was. Told by all that I would be no challenge, that I would certianlly perish in an instant, Braq himself claiming he would shatter my bones with a single punch. And yet I stood, nothing but my cleavers on my side as the Orcish Armory unleashed trick after trick from behind his tower shield. He finally caught me with a net, and I started making quick work of it with my cleavers, only for yet another weapon to reveal itself. Some sort of strange long pole, seemingly made specifically to catch and hold down Goblins! Even still, I did not give up. Even as he drew /another/ weapon, a large staff, and broke my leg I kept fighting. He left me with no choice, so I threw my cleaver at his arm to try and stop the next blow from coming. It did minimal damage, with just one cleaver left, held down by the Goblin pole up against an Orcish Fortress of weapons, I did the one thing I could. I threw my cleaver for his eye, the only recourse he left me with. It was the right move, though I wish it would not be so permanently damaging. Or at least I would, if it weren't for what happened next.
After I finally freed myself, I grabbed my other cleaver and slashed his ankle, ready for the fight to truly begin even with my leg now shattered to pieces. And yet, while I sat there with but one weapon left and all my injuries, my larger opponent did not engage me in proper combat still. He brought out yet another net and threw it over me. That is when I lost a friend. Braq did not wish to duel me. He wished to shower me with as many tricks and gadgets from afar as possible, to hold me at safe distance and only attack when he felt he was absolutely safe so he could torture me until I finally gave in. And then he had the nerve to say /I/ gave /HIM/ no choice! He had every choice. To not accept my request for a duel, to not accept my rules, to actually /make good/ on all his threats to obliterate me with one hit. But he did none of that. Instead he accepted it all and then complained as if HE were the one at a disadvantage because I did not wish to armor myself or amp myself up on all kinds of alchemical medicines.
He claimed he had no choice and had intentionally planned to immobilize me from a distance, then while I was no danger to anyone, slowly break my limbs until I yielded 'for fun.' Is that what you consider fun, Braq? Is that the 'conflict' you seek as a warrior of Uldir? To hold down a creature you believe weaker than you, and slowly break its body while it can do nothing in response? If you are out there, I have THIS to ask you, one Braq Orangeorc;
You claim /I/ forced you into the situation? That is what you would like everyone to know? You sincerely believe that a 'weak, pathetic Goblin', with no armor or drugs, who cast aside his ranged weaponry while you kept yours, FORCED YOU into fighting so cowardly? Well then, Braq, I am flattered to know that you believe that even with every disadvantage I had, even with everyone believing you would win with ease, that I was able to take your sight and /force you/ into bringing every trick in the bag against me in hopes of a victory."
- What did you opponent do well and what were their mistakes?
"He did well, VERY well, to hide behind his tower shield and throw as many bolas, nets, and strange Goblin-catching devices at me to keep me at bay. His mistake was believing that a mere tower shield, two bolas, two net, Goblin-staff and long club would be /enough/ to stop me from taking his eye just because I had but one cleaver left."
- Anything else to add?
"Goblins everywhere, while I may have lost this duel, this is a victory for our kind! The 'horrible little creatures' they see as weak and beneath them are more capable than they believe! Even against an Orc, a warrior or Uldir armed to the teeth, we are deadly threats! Let this be a lesson to those that would belittle Goblins; We are far more dangerous than you could ever concieve! Attempt to strike us down, to use our pain for your amusement, and it will cost you dearly!"
Lastly, as a third neutral party, Kasakir was interviewed with similar questions asked. + As for many, I had to ask an obvious question ‘Why allow an Orc and Goblin to fight? It seems extremely one-sided, extremely so with the established rules themselves.’ “Ricardo chose most of the rules and challenged Braq himself. The Orc held himself back trying to avoid maiming him, and unfortunately, it cost him an eye. - We try to advise against suicidal rules being made, but ultimately they’re up to the contestants to choose how they fight and pay tribute to Uldir” + Next, it was asked to Kasakir on his thoughts on the fight. Was Braq correct to fight as he died limiting himself and not turning the goblin into a bloody mess? Did Ricardo deserve a ‘fair’ duel? “Within the rules of the match, Braq had to fight Ricardo without killing him. If he had shown less mercy then it’s very possible Ricardo would have died or been maimed. I can understand why both fighters would see it as disappointing as an outcome. It’s part of the reason we warned against it. If they want a rematch I’d recommend they have armor.” + In terms of preparation, how did you think the two fighters did? “It was definitely interesting to see how Braq prepared, as he specifically opted to plan for non-lethal methods to beat his opponent. His planning was primarily based on avoiding hurting his opponent. So I can see why Ricardo might feel it wasn’t very legitimate as far as duels go. Ricardo himself tossed aside a crossbow first thing, so I do not know how much he prepared. I think he fought with what he had.” + In that regard, do you think Braq was the one who was better prepared? Took it more seriously? What about Ricardo, did he perhaps have a trick that Braq somehow avoided by accident? Why else would a goblin toss aside his crossbow? “I think both took the fight seriously from different angles. Ricardo sought to have a one-on-one fight. Braq did so as well, but also with a lot more restraint. + Should Braq not have had as much restraint? What would have happened if he killed Ricardo by accident in the arena? “He’d have violated the rules of the match for one, and while the Law would most likely see it as an accident that was very much warned against, a Battlemaiden would still have come down to beat his ass. Outside the match, Ricardo actually put him in a hole of spurts. There was no winning for Braq. Not Fully. If he held back, this was the result. If he didn’t, he’d have maimed or killed the goblin. No winning for him at all.” + Anything the two made in mistake during the fight itself? Something they could have done better? Preparations aside of course. “Ricardo could have stayed at range, but he wanted a traditional duel. Braq’s mercy was not merciful to himself.” + Any plans for a rematch? How is Braq taking his loss of his eye? “As well as one can expect. As for their desire to fight again, I am unsure. Ultimately we’ll have to wait and see.
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Elenyah, Lotesse 9, Year 106 ((1NOV23))
- Court Notes -
+ As terrible the year-long winter has been, it has brought at least some good things—mainly the quietness of activity. Of course, minor damages to homes and other structures have occurred, but they are still being worked on steadily!
+ Some towns have had a problem with supplies, but it is a problem that is being remedied as best as it can and as quickly as it can. Carts are doing their best to get through all this snow, and it is a problem that only continues to grow as winter continues.
+ As with all this snow, Bandit activities have grown less frequent, but that does not mean letting your guard down as you travel outside towns and cities. It could just be they are more desperate.
+ As with every winter, Ghost activity is at an all-time high, but with all this snow, their graves are covered and it's hard to spot them in the best of cases.
+ There have been a few odd dangers spotted. Namely two larger-than-normal dire wolves. The first sighting says it's a wolf with flowing fur that breaks into light. There was a survival from a hunt that went poor. There will be more info put out when it comes in.
+ The bleaks have frozen over entirely. Ajulhaya have retreated after their usual frenzy showing they care more for the period of the year than the snows.
+ Some jobs might pop up from the Kingdom for mercenaries, as it's a good time to clean house.
+ Lastly, please note that Lady Gwendoylyn, formerly of House Qorinvayas, has returned to House Vodussi and shant be departing from it.
Pumpkin & Pestle
There is a new product that will be in the P&P soon. It is called a Glasganna Laer (The CLear Song of Joy).
It is a bell of bronze, encased in a thin layer of crystal that bore symbols on its surface. It was smooth, even where the symbols lay, as the crystal seemed thinly layered over the rest.
This Bell when worn, aids in defending against sound-based attacks. Heavily useful for those with sensitive ears. You can ring this bell once a month and it releases a tone that banishes smoke, and debris, and counters a sound directly, silencing it and keeping it from assaulting individuals within twenty meters.
This item will be sold for 125 silver.
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Alduya, Nenime 44, year 106 ((13OCT23))
Hello everyone, we have a few important postings to put up. Firstly last month we had the Citizen Auction! It was a fun showcase with several items made by many talented people. Works of art. Weapons. And some rare materials were sold. I myself snagged a brand-new desk that I will forever cherish. Sir Varik informed me that '63 separate lots were bid on in the auction, for a total of over 6100 silver being exchanged. The highest sale was 500 silver for Solch Raeha. By far the biggest surprise was the two bottles of olive oil, which sold for only 25 silver. The plant that the oils come from has been likely extinct for decades, and the two winners got an excellent deal for a potentially highly potent and desirable alchemical ingredient. Overall this has been an excellent auction and to my memory one of the best public auctions. I'd like to wish my congratulations to everyone who bid and to everyone who earned a profit from this wonderful event.'
Hopefully, the next one will be just as interesting!
We have a posting by Yama Khaali, doing his part to help keep everyone informed of the dangers of the world with insights from Sir Taggart, Sir Varik, and Sir Gaatha from the Knight's Order.
Creature Report: Grendels
Grendels are a creature made by the Cult using Alteration. They are large furred creatures about the size of an Orc, usually wearing low-quality iron armor and weapons. They are extremely strong and, like most Cult creations, don't care about pain and will continue trying to kill until they themselves are dead.
I've fought them on several occasions and have found that while they are stronger and tougher than most opponents, they are not particularly smart. Perhaps having no sense of pain comes with having no fear, or maybe they were made to have none. Either way, this usually means they will charge into certain death without hesitation and are normally more concerned with offense than defense, you can take advantage of this to deal blows that will cripple or outright kill them while they are focused on attack.
They come from Altered Wombs, which look more or less like a cave made out of flesh. Both times I've encountered one it was hidden away in a cave, where it could continuously make more Grendels without notice. When they're first created they have no weapons or armor, but they are immediately ready to fight and kill.
They're not the most intelligent creatures, but are capable of grouping together for attacks or defending forts and are the Cult's main forces. Some Grendels, called 'Elites' or 'Generals' are sometimes made as well, usually stronger, smarter, and better equipped than the rest. They should usually be easy to spot since they will be larger and in better equipment than the others.
We have additional information from Sir Taggart, Sir Varik, and Sir Gaatha from the Knight's Order;
"Grendels are essentially the footsoldiers of the cult. They are altered beasts rather than undead so silver is ineffective against them. They are often described as large Beastmen, with the strength of two people mashed into one. They are tough, hardy brutes and often wield low-quality, rough iron armor and weapons. Despite this, they can be quite deadly in single encounters as even mortal wounds will not immediately end them. Where you might stab a man in the stomach and he will stop fighting, a Grendel may pull you closer to smash your head in. If you fight them you want to kill them quickly and forcefully. Destroying the head is a quick method.
Despite their immense strength and capability in combat, their intelligence is often limited. They can act in formations and with military training, but if you can remove their leadership they lose cohesion pretty fast. They will hardly ever be alone though. If you see one Grendel, be prepared for dozens or even hundreds.
They are produced in altered womb creatures that are capable of spitting out Grendels at a fast rate. Even unarmored and freshly born Grendels are made to kill so it is imperative to remove these wombs where they are found. Which is often hidden underground.
There are some Grendels that are more intelligent and strong than the usual Grendel. Those are often referred to as elites and they can mostly be found in leadership positions, directing other troops. There are also certain commanders that have their Grendels better equipped and better trained in military strategy and tactics. These ones are not the common Grendel forces but they are notable due to their steel plate armor.
The standard Grendel equipment is usually rough iron plate armor, a hook blade meant for dragging shields and hacking limbs, glaive, spears, a tower shield with spikes on the bottom, and a great bow with immense power and range. They are also capable of using alchemies, bombs, siege equipment, and traps. If you encounter one in the wild, report it immediately." - Sir Taggart
"I can tell you what I know from fighting them, they are one of the main forces the Cult implements for war. They are strong but dumb creatures made for combat. Quite literally, they are born of something called a Grendel womb. Which they come out of ready for battle. That is naked, when allowed to prepare Grendels have inexpensive armor and weapons. Their purpose is a little more than swarming the enemy, they can scout, patrol, siege, or defend locations.
Simply put they are the basic soldiers of the Cult. They do not appear to have anything magical, dark, or alchemical about them. As explained, they are cheap creations that can be made in great numbers." -Sir Gaatha
Grendels are the footsoldiers of the Cultist army, created in what we call "Grendel Wombs" which are underground flesh pits that appear to use bodies to create more Grendels. They roughly resemble Orcs in stature, though are malformed, and slightly physically weaker. They're generally unintelligent creatures who appear to have their own "language" that largely consists of grunts, and as they tend to be wrapped in heavy, rusty armor they are not usually very stealthy, often even announcing their presence with the blow of their horns. They move in units, usually 10 or more, with archers, crossbowmen, spearmen, and swordsmen making up the staple of their armies. Their great arrows, despite being crude, can still deliver a lot of punch and be very life-threatening when struck.
Due to their overall physical strength and propensity to move in larger groups, coupled with their poor intelligence, I would suggest that folk should do their best to run and hide when encountering a unit. They are most often recognized by layers of crude, rusty armor and a grunting language similar, but not the same as, Orcish. If you escape a Grendel squad immediately report the presence to the nearest Army outpost or Guard.
Lastly, there is a public announcement from Sir Varik about an upcoming event: The Fae are inviting citizens of Saphriel to a peaceful festival. They promise that it will be completely safe.
As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
Menelya, Ringare 13 Year 105 ((25SEP23)) Due to there not being a court, the Regent has reached out to The Herald to give a short update to everyone! + The Harvest Festival was a huge success. All farm goods are being picked up and payments are being handed out as it can be done. This is a reminder to all farm owners if they have not gotten their goods together and notified the Kingdom, to do so quickly to Scribe Scias. It will take about a month to get things all sorted out. + Winter is here. We knew about it for months now, and it has made itself known with the first official snowfall. This is a warning that Banditry tends to go up, so all travelers please be mindful. Hunting will be harder with the majority of creatures hiding from the cold winter weather, but not all of them, so please be careful + Do not go to the Bleaks. It's cold year-round, with winter, you will freeze to death. + The Alms houses are well stocked, and all homeless are urged into the places controlled by the Cermie Laity. If you have a need for warmth or firewood, please reach out. This winter will not be kind to anyone, even those who think they are prepared. + Also, a reminder about the Auctions! There have been several postings, and this is for anyone to submit something. If you have something gathering dust you haven't touched in years, submit it! For further questions, contact Sir Varik Eries.
+ As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)
The Herald wishes to make a posting in regard to the many people who wish to aid and improve upon informing the masses on the dangers of cultist creatures and the other many dangers that exist in our world. To ensure all relevant information is available to all who need it. Additionally, due to the vast range of possible situations, in which one can encounter danger, we are going to be dropping the danger scale of these creatures. Being alone in the middle of nowhere versus a trained group of warriors can misconstrue how one should handle a situation if they are to encounter such an event. Nobody wants to be given false information, or information that can be misunderstood, so we will be sticking with facts from more than one trusted source from now on!
Now for the extra information about Ghouls! This comes from Voyemir: The ghoul is a more powerful form of undead. They tend to be bigger and far stronger. They are stronger than Orcs, more agile than Elves, and more resilient than Dwarves. They recover from wounds very quickly, and their head needs to be destroyed before they are truly dead. To survive, you need to damage your opponent. If you cut off its legs or arms, if it is easier than the head, that might be what you need to decapitate it. Holy water and magic do weaken them, and eventually destroy them, though this takes time. In Itiris we did not destroy that many ghouls through decapitation, but most were destroyed with holy alchemies.
A ghoul is driven purely by lust for flesh. They never stop hungering and are always starved. If they taste sentient flesh, they become far more intelligent and dangerous, as whatever instinct for feeding drives them disappears.
Ghouls can set up traps, they know when to escape. They dislike the sun but can stay out during the day. They will usually bury themselves in the ground and can use weapons and tools but usually will not do so when starved. While pain does not phase them, damaging them will eventually lead to their demise. And we also have information given to us by the Regent Glaedwin: Ghouls are sentient creatures, but it depends on how they feast. A ghoul that doesn't have access to sentient meat is still clever but becomes a lot more guided by instinct and desire, so it's like a smart animal rather than a thinking opponent. But if it devours a sentient race, it regains its faculties and gets right nasty, can plan, can even guide other ghouls. They're insanely strong and fast and coupled with that intelligence they can bring an end to someone hard. Holy, silver, these things work on them, but as noted in the last posting, it needs to be enough hard force to separate the head from the body. They ignore pain but a good solid powerful holy burst can be enough if well used.
Their bite is infectious, you have to douse it with holy water to buy time, as it'll make the wound boil which sucks. Then at the next earliest opportunity, bless that shit away before the victim can become a ghoul themselves. Ghouls will continue to heal through most things and their size depends really on what they were like in life. They can still use tools but usually, they're old enough or feral enough that it isn't kept with them unless it is to kill.
The Herald is thankful to all who wish to help improve these postings and the information that is given out to the masses. If anyone else wishes to aid in ensuring everyone is well informed, please send a letter to Raggins Redbeard (GlacialDawn)
Court Notes Tarion, Hisime 7, Year 105 ((17SEP2023)) + Itiris was cleared out of a whole bunch of ghouls! Thanks to many hunters and other fighters, the ghouls below the city were met with more bangs of explosives than the Tinkers Guild has experienced thanks to Voyemir! A ghoul warlock was seen there and is now nothing but dust. Hopefully, the place will be fully cleared out of all the dark creatures and undead in due time to where the city can be brought back to its former glory. + Harvest Festival is happening soon! Less than a month away! Get your things sorted, write to Scribe Scias to let him know of the things you are selling to the kingdom! I personally am looking forward to all the goodies that will be on sale as well as the games. Who do you think will be the Pumpkin King this year?!? Will Castien defend his crown, or will a new head bear the weight and responsibility of acquiring such a temporary title? + This is a friendly reminder to never ever tell the Fey your name. If you think you encountered a fey, contact Lilith (AbstractCloud) or Sir Erinc (Sero). They are both Fae Friends and can investigate such claims.
A new every-other-month addition to The Herald will be a posting of tips and suggestions to survive the outside wilds. If you plan to go hunting, mining, bandit hunting, or abandoned church investigating, you could encounter danger. So, to help keep people alive, please be sure to read these bi-monthly postings! This report comes from Yama Khaali. He will hopefully continue asking others across the city for information. This posting will be about ghouls! There will be a danger scale included. A 1 is on par with an average Human. A 10 is something like a Troll in terms of strength, skills, and overall danger. ' Ghouls - 4/10 Danger
Ghouls are undead creatures that are faster than elves, stronger than orcs, and tougher than dwarves. They're made from regular corpses and have nothing valuable, so the only reason to really Hunt them would be to thin their numbers.
They tend to be with little or no clothes or hair, grey skin, and a usually thin form. Since they're made from corpses, their size can range as they can be made from anything from a Dwarf to an Elf.
Despite being undead, Holy Water and magic are mostly ineffective against them, because they do not take damage normally. A Ghoul can only be killed by cutting off or destroying its head, anything else is a waste of time as they do not care about pain and won't stop as long as they can still move. There were a massive number of them in and around Itiris before it was taken over, but there have been sightings elsewhere. They're usually found in packs but can be found alone as well.
While hunting with Braq and Grimshaw, we found a Ghoul that was unusually large, almost 8 feet tall. It was also strangely strong and flexible, able to contort its body to avoid being stabbed and strong enough to throw an Orc in full Dwarven Steel armor hard enough to send him through a tree, then catch said falling tree with one arm. I didn't realize it was a Ghoul at first because of its size and strength, but as it ignored the Holy Bomb I dropped on it and numerous blows to the body, I began to suspect what it was. I was able to cleave its head with my spear before it could do any real damage. -Yama Khaali
'
The Herald is Hiring!
I am looking for an extra hand or two to help with the writing of these postings as well as seeking out important things to post here for all to see! If you have the skills and wish to work, please send me a letter
+ As always, if you have a topic you'd like covered or want to promote your business, please reach out to Raggins Redbeard (GlacialDawn)