The Rim and the Hammer (Exalted/Warhammer Quest)

[X] Make it public, something this insidious must be brought under the light of the sun (-1 Morale)
 
[X] Just the council (Your Fellow Councilors are spooked; they may attempt to verify matters by their own means)
 
[X] Make it public, something this insidious must be brought under the light of the sun (-1 Morale)
 
[X] Just the council (Your Fellow Councilors are spooked; they may attempt to verify matters by their own means)
 
[X] Just the council (Your Fellow Councilors are spooked; they may attempt to verify matters by their own means)

We are on 5/20 Morale now, and we did not take the means to improve it.
 
[X] Just the council (Your Fellow Councilors are spooked; they may attempt to verify matters by their own means)
-[X] At least for now, we may end up telling the general public at a later date.
 
[X] Just the council (Your Fellow Councilors are spooked; they may attempt to verify matters by their own means)

After a lot of thinking about it I have decided we just cannot afford the Moral hit right now. We only get two piety actions, and have a lot of stuff to get thou.
 
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[X] Make it public, something this insidious must be brought under the light of the sun (-1 Morale)
we need our people to know that mutation are designed to be evil
 
Rumors Year Two
Rumors Year Two

Blood Wolf Rising: A warrior from the distant east Yargul of the Flayed Pelt became master of the Wolf Moot, all those who did not submit to him died under his claws or else fled into the night howling in terror and in dread. He claimed to have seen visions of Wolf-Father Kjorn, leading him through a ravine of flesh and blood into the lands of the Norsi where would be king by the law of the axe. Yet when the last champion lay broken and bleeding at his feet the prize that aught to have been his, long sought and little seen, had vanished from its place and none of the shamans could say for certain who had stole it, though some blamed the greed of the Raven. They claimed to have seen one of his get take it... oddly enough a winged man. Perhaps the tales of your people travel further than you think. If so you would be careful of new guests

Time of the Axe: Countless villages among the mountains to your east have been put to the sword, their people taken as thralls by the northerners. On a clear night you could see the flames of their encampments upon the flank of the mountain like burning tears and you could hear the wailing of the prisoners being carried off. Yet they say some lingering bands of southern warriors still contest the peaks while others have fallen back as far as the sea and the walls of Aarvick

Traders from the Great River: Though the name 'Marianburg' means little to you it is said among the tribes to be a great city on the water, a port far to the south under the dominion of merchant guilods and under the protection of the 'knife ears' which make such a fearful showing in the children's tales of the Norsi. One would think that servants of the monsters of bedtime tales might be ill received among the Skorlmsings. One would be wrong. Many of your traders heard of the wealth of the free-handed Marianburgers and and practically overnight the offerings for your goods have increased... almost as if they have a buyer in mind. Perhaos it behooves you to seek out your own deals

Raids upon Raids:
if anything the warlike southern realm, servants of the Hammer God, or perhaps ancestor spirit, though the Norscans insist than he is no ghost, Sigmar continue to raid in his name, counting among their particular foes those among the tribes who have the ear of the spirits... and the touch of their strange magics.

Late in the year a company of three, ragged and snow-beaten comes to the gates of the city seeking entrance, not traders though they bore many goods upon their backs, all their worldly possessions it would seem. Three women they were grandmother, mother and daughter all of the same blood and all with the touch of power to them seeking sanctuary.

Their clan had been killed by the Empire-Men they claimed, but they were willing to serve 'the winged lords' if you would take them in. If you would not, the eldest of them said, then they would stay by your walls until they froze and may your unkindness have the company of their unquiet ghosts.

What do you do?

[] Take in the trio of norscan spirit talkers

[] Do not take then in, you can deal with ghosts well enough

[] Try to get them a place in the nearest village


OOC: Sorry this is so late guys I was distracted by Divided Loyalties latest update, but I did promise you guys an update so here it is.
 
[X] Take in the trio of norscan spirit talkers

I hope we 'check' them for taint.
They could be cultists or what I'm hoping the wind spirits told them about us.
 
These ladies are super suspicious. I know just enough about WHF to be really paranoid here.

[X] Try to get them a place in the nearest village
 
What are the requirements for learning new charms? Considering several years are passing, with sufficient conflict to produce campaign level experience rather than annual averages.
 
Norscans willingly serving bird-people?
Must be ready to follow Tzeentch, if they don't already do so.

[X] Take in the trio of norscan spirit talkers

Still, we can propably deal with any resulting issues.
 
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