[X] Join Solyn's assault, to knock the second ship out of the fight as swiftly as possible.

THE LOOT BROTHERS STRIKE ONCE AGAIN!

Sweep the foe ship before we hammer the Hoklin into Talyn's thicc Legion Sandwich!

What's the situation of the Hoklin Solyn's rushing into by the way? Are the crews there still cohesive postram or are they going on a spirited go at headless chicken?
 
Due to various things, I think I'll start writing again on Thursday, so you have about three more days after this to vote- effectively doubling the voting time.

I'm trying to schedule this more regularly, instead og writing in frenetic bursts, so I can manage my time better while my homework is still mild.

You may have noticed that the Hoklin have worse physical technologies, but more arcane resources than yourself.

….yeah. That's basically it.

In the age of wooden ships and iron men, many if not most naval conflicts will end in some kind of close combat. Cannon fire can only sometimes sink a ship, so you can imagine that ballista volleys don't have very good odds. Ranged combat is normally to weaken and cripple the event, to enable you to better ram and/ or board.

Although the Hoklin outnumber you three to two, the Islefolk's better aim and equipment is extremely lethal. Whether climbing via ladders to board a taller ship while being shot at will go better for them… well, you never know what more they have up their sleeves.

They've already taken a lot of hits though. It's a lot harder to run away in a boarding action, but they're still not going to fight to the death.
 
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[X] Join Solyn's assault, to knock the second ship out of the fight as swiftly as possible.

This would be best I think, take care of one group before moving onto the next
 
Do we know if Hoklin culture goes for one on one combat?

That is a really good question.

You do know.
….not really, they don't.

The Islefolk are getting along with the Hoklin because they have resonant cultures, but martial honour is not one of them. The Hoklin are, generalising broadly, willing to use ambushes, poison, terror, fire, lies and hostages to win, up to and including alpha strikes and assassination; Islefolk prefer to negotiate before battle, believe in simple but earnest Rules of Engagement (ie. Prisoners are also guests, no fighting on festival days, don't wear enemy uniforms, leave civilians alone), and generally fight in very straightforward manner*. A Hoklin accepting a duel may or may not be a trap; such is not the case with you.

However

There is only one boarder, surrounded by Islefolk. If you invoke the iron circle, your fellow Islefolk will back off, and she (not it) will have no choice but to either duel you or flee.


(*This stops applying if the enemy fights dishonourably, and gets looser with Snaga and, sometimes, Marien. With particular note was Tallow loading severed hands, eyes and tongues their artillery during the Darkwater War.)
 
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There is only one boarder, surrounded by Islefolk. If you invoke the iron circle, your fellow Islefolk will back off, and she (not it) will have no choice but to either duel you or flee.
Alternately
Intruder: "No I refuse a duel. All of you fight me together."

Hmmm, I suppose it doesn't seem like a winning strategy. But it is one that would get me to try and add her as a permanent cast member :p
 
What do Hoklin look like as a people? Defining characteristics and known magic?

They're hobgoblins (seemingly).

They strike you as taller, stronger and apparently magnitudes angrier, and their masks are half the size- only covering their lower face. They have dark hair and pale, tanned skin.

More information when I get around to making/ editing the info posts.

Pacts > Sorcery > Artificing > Miracles

(In order of preference)
 
Factions of the New World
There are many factions in this strange and distant land, and you will never know of many of them. However… in your travels, it's inevitable you'll deal with, and learn about, the mortal realms.

Here, then, is a summation of what you know.

A deeply isolationist peoples who refuses almost all external contact, but who are still willing to exchange coin for goods and services… in a limited fashion, anyways. Apparently, they adore colourful fashions.

The Antares Confederacy is between the Lodges, the Thalassic Leagues and Tulane. They have a small amount of coastline in the form of a large bay, but are otherwise incredibly well defended by geography- the rest of their boarders are dominated by soaring mountains, or densely packed with spirit-filled woods. Combined with their Archon's zealous vigil against any foreign intruders, and little is known about Antares.

The Antares Confederacy is ruled by five families of Archons, which is not only a title, but also an indicator of their mysterious nature. It is not entirely clear if they are human, but they are obviously extraordinary. Every Archon, whether pure-blooded or 'fallen', is allegedly an impressive sorcerer blessed with health, beauty, and over a century (!) of life. There are not many Archons, and they are rarely seen, but it is well known that they take great pride in their lineage.

Extremely annoyingly, they take great pride in their culture and ethnic religion, which seems to be some sort of… ancestor worship (?). However, many Antares proudly boast it's somehow not actually a religion, and that slavish deific worship encourages deeply irrational behaviour.

Given that they apparently display crucified corpses on their border, Anthony proclaims they're full of shit. You reserve your judgement.

The client state of Ixcala is their main way of interacting with the outside world. In return for a tithe and and obeying Antares edicts, Ixcala is afforded exclusive access to Antares exports, and is mercifully allowed to exist.

Curiously, the region directly around the Antares Confederacy is endlessly plagued by dangerous weather and powerful, temperamental spirits. However, such has been the case for many centuries now, and those living close by have learnt to make do.

The collective name for a pantheon of deities that dominate the Thalassic League, some of the southern Lodges, and several more. Nine in all, they hold themselves to be the guiding lights of civilisation, representatives of its core ideals and highest virtues.

One of them is Meliflora, who, amongst other things, champions justice. Her temples seem far more administrative than sacred, however, and are strangely lacking in….

divinity?

An impressively potent and wide ranging underground network, headed by a mysterious 'High Command'. They're extremely insistent in their attempts to pursue you, whether it ends one way or another. Their individual agents and foot soldiers don't seem to have much knowledge of their wider going ons, even the well respected ones, and have no clue what or where Tamaril actually is- amongst themselves, they just call it The Syndicate, reflecting their willingness to branch into whatever field or business they believe will prove useful. Blackmail, violence, illusions and enthralment are all universal languages, it seems.

Aurora alleges that they are diabolists, purposefully fulfilling the goals of their fiendish masters, who they falsely revere to be deities in defiance and opposition to all others. As thus, they should be shattered and wiped out as an organisation, wherever and whenever possible, before they ultimately bring around the end of the world. It's a damning accusation… but one proven at least partially true. With their backs driven to the wall, several Syndicate agents suicidally dredged up horrific beasts and dark magics alike, refusing to die on their knees.

Despite their intimidating reach and resources, they've proved surprsingly incompetent at trying to capture you. There are limits, it seems, to what even a powerful shadow network can overtly achieve.

They possess a strange and particular animosity with the Solars; on the Solars side, this seems to be due to their use of diabolism, as the adherents of the rising sun abhor daemons and all their conspirators.

There are as many Hoklin Lodges as stars in the sky, or so goes the common refrain, Whether that is true or not, hobgoblins have settled the unnaturally frozen north, inhospitable as large swathes of it may be, and the societies they have created vary widely- in politics, ideals, goals, even religion.

Due to the dangers of their frozen biome, Lodges are ruthless, resourceful, and semi or fully nomadic- endlessly manoeuvring through freakish weather, dangerous monsters, or past land they've already stripped clean. Large expanses of the far north are nearly useless to any but the most daring hunter, and sustainable territory is always valued.

Despite the hardships, Hoklin are settled nearly everywhere in the frozen North- if only sparsely.

The enemies of the Sovistel, and now, yourselves. The Sovistel's northern neighbours, they destroyed and enslaved their predecessors over a particularly harsh winter- a decision that proved extremely poor a generation later.

Despite being disadvantaged in expertise and equipment, the Dovaskarl can field more numerous warbands due to their thralls, and make clever use of their forested borders to slow and ambush their attackers. The loss of three precious ships and nearly a hundred warriors will likely cripple them, however.

Supposedly, they've made efforts to call in allies, citing the dangers of Hassan's war of conquest, of the upheaval of their way of life in the face of external corruption. Unfortunately, their neighbours are far more interested in purchasing steel for themselves than in backing a dying peoples.

The enemies of the Dovaskarl, and allies of the Islefolk, the Sovistel have settled in the absolute most southern areas of the Hoklin's native frozen terrain. They are organised around the mercenary warlord Hassan Sovizain. He is a childhood survivor of the Dovaskarl's culling of the Sovitide, and now returns with vengeance in mind.

The Sovistel do not keep slaves by choice and practicality, and sustain a stronger and more centralised government than most, backed by former sellswords, freed slaves and Hassan's personal charm. This proved a miraculous boon with the arrival of the Islefolk, who were deeply curious about the wild North, and hopeful for local allies. More than happy to advise the Sovistel, the steel, architecture and infantry tactics of the Islefolk have proved a devastating weapon, and have even enabled permanent settlement!

Every month, Hassan's captains advance further, and every season seem to seize another banner, conquer another choke point. With the enemy's brutal defeat at the hands of the steel-makers, what better time to crush their hated foes than now?

Allegedly, the Olms control a large empire beneath the surface, much more expansive than the Dwarven holds from your native continent. They seem to be well respected by surface peoples, and hold a strange interest in Elves.

They have an 'embassy' in Nociva, specifically within the wealthy Old City. You're not sure what that is, but it sounds important.

Solarism is the worship of Pendor, the creator of the entire world after the previous one was destroyed in apocalyptic conflict. Only two sides survived that- hateful and all consuming daemons, and Pendor, the one true divinity, and who manifests as the sun.

Solarists worship Pendor exclusively. In their eyes, all other deities are only powerful spirits, inherently lesser and merely worldly, while Pendor stands above them all in knowledge, potency and awareness, inherently celestial and eldritch. They thus allegedly seek to obliterate all other faiths, although the ones you've met personally seem largely amicable.

Amongst Solasticism's greatest champions are Sin Eaters- living martyrs who claim to be rendered without souls. Their good deeds count not for themselves, but for others who only almost reach 'Heaven'- their idealised afterlife. While their horrific nature grants them miraculous power, it also damns their soul to 'Hell'. They seem to believe it is only what they deserve; whether it is true or not, the idea leaves you deeply uncomfortable.

Mysteriously, some of the Miracles of the Dawn Pact were stronger under the light of day, and weakened by nightfall. However, as far as you knew, this is not how Miracles work- some regions are blessed and accomodating to divine power, but the physical conditions of where these spells are cast should have minimal effect. For example, a war-priest of the Crown would be able to summon a concealing mist nearly as easily in a desert as on the open ocean. Why is Solarism different?

Their temples- which Aurora called Sanctums, or Sancuaries- seem strange, unbefitting of the divine. However, they are clearly blessed. According to one of their priests, this is because their sacred sites are defined not by material idols, but by the presence and piety of faithful worshippers. Solarism is not defined by land or monument- it is defined by its people, and if the Solars were ever to move, then so would their Sanctums.

Solarism is an extremely demanding religion, one that has strict views on how society should be organised- an immutable, theocratic, caste based system decided by sacred prophecy. This is the only way society should be! There are four castes; Autarchs lead, inspire and command, Servants protect, enable and enforce, Artisans research, refine and craft, and Labourers build, harvest and heal.

They does not keep slaves, and openly preach against it. Additionally, they offer their healing freely to those in need. The Sanctums in Nociva seem to subsist on donations, gifts and aid packages from larger communities, and boast a relatively enormous proportion of tieflings devotees.

There are four sorts of Solar Priests- wandering Mendicants, diligent Stewards, insightful Prophets and ominous Inquisitors.

Their Sanctums are only sacred because that is where their worshipers gather; however, they do have one (and only one) irreplaceable holy site. The Shard is in Lyria; allegedly an enormous piece of debris, struck from the raiment of Pendor himself.

Solars believe Pendor gave up his place in the mortal world to enable mortals to have free will, which constant and overwhelming divine presence could not coexist with.

The Dawn Pact is the only nation completely bound to Solasticism, and champion its spread through both the scripture and the Sword. It is approximately two hundred years old, and has slowly spread within its relatively brief existence. The kingdom of Qor was conquered eight years ago, their capital city obliterated in with some kind of mysterious yet horrifically potent Miracle, and since then they have determinedly recreated their society and purged the native faith of Enta'ila.

The Dawn Pact has three other territories within it- Lyria, built directly on the fertile ruins of the Illyrian Core, Orista, settled within shrouded valleys, high plateaus, windy plains and the shallow Underneath, and Hasamir, an arid and hilly land populated by tieflings, who live above the bones of the people they forcibly replaced. Each of these territories inspire and emphasise a different part of Solar theology and ideology, and their synergistic talents create something greater than its parts.

The north-centre of this continent is dominated by a patchwork array of river systems, marshland and temperate fields. The humans living here organise themselves into small polities called Leagues- typically, one city, plus some towns and the surrounding rural lands. The terrain is difficult to travel and easy to hide in, unless you follow the waters by sail or oar.

The difficulties of seizing settled and fortified land in this environment means that the polities are not particularly large. Smaller skirmishes occur, sometimes even commonly, over interests personal and mercantile, but a full scale assault would be too difficult to supply. Instead of conquest, the Thalassic Leagues make their wealth off craftsmanship, growth and exchange- famously, being the originators of the Trade tongue.

Still…. They are wary of all kinds of threats, for individually, each one is relatively small. A single city state might not be able to seize another, but what of a greater power- disaster, rebellion, one of several larger nations? They are disparate in politics, ethics, idealogy and power, but still often overcome their skirmishing and bickering in the name of unity- although said alliances tend to wage even larger conflicts.

There are supposedly thirteen of them in total, and all worship slight variations of this continent's primary pantheon.

League Capitals are incredibly large, a collection of people you have never seen before, so broad you struggle to imagine how it must look from above. They are teeming hubs of trade, vice and virtue.. and they reek.

Heart didn't speak much of this city, having never actually been there, but what she did mention beggars belief. A city across a daemon infested hell-ruin (these people just.. know about daemons?), which used to be its sister Cadai, before the ancient Illyric Hegemon obliterated it with its fell sorcerous, Acheron is apparently more military encampment than settlement. It hosts a powerful international force who work constantly to stop Cadai from expanding, and thus also serves as a sort of diplomatic nexus between nation of note. Lastly, it boasts the Academy of Alduin, a military academy of wondrous magic that you can scarcely imagine.

The northern most League capital, it is not the largest nor most wealthy, but it's certainly one of the most militaristic! There are other Leagues that are heavily armed, no doubt, but behind Acheron Nociva boasts the most impressive and varied combat experience, and a diverse pool of mercenaries to use it. Interfering in Lodge business- who, in fairness, interfere right back- is seen as perfectly regular business, and they don't hesitate to do so with force!

Even if it is allegedly not the largest, its sheer size still boggles your mind… you could fit a dozen of your native towns within its ringed walls, and with room to spare.

Nociva is something called a 'democracy'. Apparently, all land owning citizens are allowed to vote, with lesser but existent political powers granted to citizens without land. The oldest and wealthiest citizens form a council of oligarchs they call 'senators', but without the popular support they are nearly toothless.

It sounds like a very time consuming system, yet it does seem more equal than the flawed mortal crowns of other lands… However, Nociva, although not reliant on chattel slavery, participates in the flesh trade, with indentured servants flaunted as a sign of prestige. Any system that would allow such a thing must be far from perfect.

The primary faith is the Catena Stellarum, but there is a significant minority of more northern beliefs, focused around ta substantial Hoklin minority. Tieflings are extremely rare, so far north- which is strange, as you'd think they'd thrive here. There are also a bare handful of Solar communities, but they are a tiny drop in a sea of mortal souls, some hundreds compared to many thousands, and especially ill liked by the much more prominent Stellarum.

Their hearthguards don't seem very impressive, especially in their diligence. However, their access to and use of artificery strikes you as remarkable.

Ixcala has the dubious distinction of being the only League without its independence. Although lacking in size or prestige, it's unique access to Antares commodities- particularly cocoa, colourful dies and the parts of mundane and mystical creatures unique to Antares- as well as a healthy tourism and services industry enable it to retain a respectable prosperity.

On top of its own laws, Ixcala must obey certain edicts from their masters- some sensible, like paying a tithe, some strange, like maintaining an ominous enchanted monolith in their city centre, and some striking, like a complete ban on slavery. The last, maintained for centuries now, has made Ixcala a rare northern hub of abolitionists.

Despite their uncomfortable political and geographical position, Ixcala has learnt to made do- importing food from all around, charging services in return for aiding warlocks to form pacts with raucous spirits, and so on and so forth. Although not tremendously powerful, Ixcala is a respectable league with a healthy set of alliances and deals with Tulani and League factions alike- both probably easier to appease than their proud and temperamental masters.

Their culture and fashions are a strange bit extremely colourful mix of Sky Tulani, Antares, and Northern and Central League, with a similar diversity in their religious leanings. The Solars have not had much success evangelising here, but, thankfully, don't need to fear for the safety of their converts.

Distant Tulane is something the Islefolk have only heard of by word of mouth, being largely on the other side of the continent. Supposedly, they are nomads, both by practicality and faith, and are thus travellers and beastmasters par excellence. Whether human, hobbit, hobgoblin or 'tiefling', they accept that everything in life is ephemeral, that everything they create will likely die when they do, and so seek to see and do all they can while they have time.

They revere whatever and whoever they please, having no real enforcers of orthodoxy, nor organised cult. Their states are ephemeral, often arranged around singular leaders, and tend tp collapse when they die. More lasting organisation is nearly unheard of, typically only reached between their sparse permanent settlements, and is rarely truly stable.

Many exiles, bandits and criminals flee there, seeking a land where the law is weak and questionably enforced. As unfair as that seems to the Tulani, you suppose it does explain why their practices and cultures are so diverse.
 
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Dead Waters
[X] Invoke the Iron Circle; challenge the boarder to single combat.

You leap down from the aft, the familiar weight of your axe- freshly empowered- in hand. Near half the crew formed a dense phalanx on one side, Blessed Kolo a comforting support at their back. At the prow, Islefolk leaped over the edge, falling amongst their terrified foes, or even daring to tumble clear over and past- attacking the foe from behind.

You join neither, target in sight.

A familiar face joins the crew surrounding the single woman, Charging from the other side, the Hoklin doesn't react as the spear blade slides a jagged slash across her waist, monofocused on shattering the guard and shoulder of her immediate target. Four, three, two Islefolk surround her, trying to puncture her with a lethal blow, but she fights on heedless of pain, every strike imbued with overwhelming power.

Her eyes, barely visible, are bloodshot and dilated- flickering erratically at the slightest noise. Her frame shivers as if sickened; her posture is strange, almost hunched, her voice torn and ragged. Her armour is only cloth and padding, shredded and slashed, hair flowing loose. She wields a simple cudgel, shield abandoned, and doesn't quite come up to your chin.

With a single blow, she shatters Alaric's sword, armour and ribs, crumpling the much larger man to his knees. Heln is too far, dragging away her second victim, and so she draws back to kill him, defenceless, choking blood.

You lunge.

She catches your axe.

She catches your axe head with her bare hand, the steel slicing it clean through, pressing into her waist. The killing blow misses, as she flinches sidewards, howling in pain, ruined hand clenching inwards, frame folding to her knees.

You push, pressing her down with weight and power, and she does not move an inch. Breathing raggedly, a gaze that is not and never was truly mortal turns to face you, an unconscious Alaric forgotten, and you have no more time to speak.

Geln charges Ingr, Skinwalker Warrior.
+Veteran Heavy Impact, Medium Armour, War Is, Powerful, Bardiche
-Veteran Light Impact, Light Armour, Impossible Strength, Fearless, Deft, Honed Instincts, Agile, Cudgel
DC 0/10 (Oh shit)
5, 8, 6, 6
4 damage by each.
Armour 3, Pierce 7
7, 7, 9, 9
4 Wounds, 1/8 Wounds remaining.
Ingr is Overpowered (-2), Wounded (-1) and Staggered (-2), which still means she hits you four times.
Armour 5, Pierce 5
4 Wounds.
….huh.

Geln is healed (2/5).

You almost fall backwards as your bardiche is hurled up, her ruined hand flexing with agonising swiftness to throw your spear aside. Barely keeping grip, you pull back too slowly as she not so much charges as launches into you shoulder first, pain exploding across your torso as blood and cloth dents cold steel.

Both of you fall, your masked attacker tearing at your face with bloodied hands, ruinous impacts smearing your helm with blood and dents, jagged metal slicing into your cheek and cutting your tongue before you catch her fist with the blade of your seax- turning her hand from merely split to a bloody ruin, questionably whole. That at last forces her to pause, a full body spasm rattling up her arm, as you drive the blade into her and under her ribs just to try and force her off. Steel catches bone, before she abandons her club entirely, grabs your wrist and snaps it like a branch, tearing the sword out of her side to form another bleeding wound, all to try and drive it into you.

Your world flashes white with pain, only instinct letting you grab the blade with your left hand before it pierces fully into your throat. You grip the sword with a desperation, but even though she can only use one hand so can you, and even with one and a half wounds that would have struck you dead, she is, painfully and inexorably, stronger than you. The sword presses down and down, bending the mail into your throat until you cannot breathe, black spots closing into your vision even as rabid-predator's-eyespierceintoyo-

Archery Duel
DC 5
+1 (Superior Armour)
+1 (Weight of Fire)
+1 (Firing Platform)
6, 6, 6, 4

The enemy is feathered with shafts.

Aspect of the Warden vs Burning Covenant
DC 5
+4 (Shield of Haven)
-2 (Drained Sorcerer)
-2 (Powerful Pacts)
2, 4, 1 (!), 8

The enemy's Pact is unravelled, while nearby Islefolk start to outright regenerate- fatigue and injury fading away.

Geln regains one wound (2/5).

Tip of the Spear
(Champions vs Veteran Crew + Templars)
DC 5
+1 (Over the Top!)
+1 (Covering Fire)
+1 (Cunning Warmaster)
+1 (Divine Grace)
-1 (Warrior Hero)
DC 8
4, 5, 9, 8

No progress is made, and the Hoklin suffer much more permanent losses than you.

Broad Assault
(Veterans vs Snaga Militia)
DC 5
+1 (Superior Equipment)
+1 (Over the Top!)
+1 (Cunning Warmaster)
+1 (Covering Fire)
+1 (Divine Grace)
DC 10

Hoklin main forces get savagely repulsed.

Wavering?
DC 4
+2 (Warrior Hero)
+2 (Fear & Hatred)
-2 (Losses)
DC 6
1, 4, 4, 1

Fight! Kill! Die!

Linebreakers
(Hoklin Militia versus Snaga Militia)
DC 5
+2 (Superior Skill & Equipment)
+2 (Terrified)
-1 (Covenant of the Tide)
DC 8
2, 7, 9, 9

The assault stalls out as a pact is used to summon hip deep ethereal water, buying the survivors precious time to regroup.

A pulse of warmth flushes through you, and you are alive.

Your wrist resets, your breathe comes lighter, oxygen floods into your lungs even as your opponent only tires. It doesn't last long, but you take the moment to throw her off and grab your axe, injuries reduced from lethal to merely painful. She recovers quickly, leaning against the side; she takes one glance at you, then makes a swift decision.

Aggression vs Will to Live
DC 4
+1 (Veteran)
DC 5
1, 4, 3, 6
She attempts escape.

DC 6
+2 (Superhuman Endurance)
-1 (Wounded)
DC 7
6, 8, 9, 8

Captured

She swipes, snarling, and you prepare to meet her charge, before she suddenly turns away and leaps!

…and misjudges.

Clearly exhausted, what would have been a graceful dive into the ocean stops painfully as she leaps up, away, and catches her throat on low rigging. Momentum stopped, she promptly crashes to the floor, where Heln and two more observant crew immediately leap onto her with rope and brass knuckles. At first you half fear for their life, but it seems she can't just bleed indefinitely- although she still knocks one of them to the floor, nose broken, she's duly overpowered.

You pick up your bow where you had left it leaning against the edge of the Gale. The adrenaline fades, replaced with shooting pains and delayed shock, and you wouldn't trust yourself to fight in this state- but that doesn't mean you cannot contribute.

Death from Above
DC 8
+1 (Casualties)
-2 (Split Fire)
DC 7
1, 6, 6, 4

Enduring Glory
(Aspect of the Warden vs Desperate Sorcery)
DC 7
5, 5, 5, 10 (!)
The mainline combatants continue to be draw on shared blessings, but the sorcerer strikes at…
d3= Blessed Kolo
Morian Intercepts!
DC 4
+3 (Heavy Armour)
+1 (Shield)
+1 (Templar)
DC 9
2, 1, 5, 7
Immune.

Broad Assault
DC 10
+1 (Losses)
DC 11
Even more dead.

Tip of the Spear
DC 8
+1 (Wall of Steel)
DC 9
2, 5, 8, 8
Driven back.

Leadership Check
DC 4
-4 (Brutal Losses)
+1 (Hatred)
+1 (Fear)
+2 (Lead from the Front)
DC 4
10, 4, 8, 10

Last Gasp
DC 4
4, 8, 8, 9
Captured Alive
———————

They were losing.

It was not because of their shockingly potent archery, that shattered shields and splintered iron, nor their hideous strength, the mutants manoeuvring with uncanny discipline. It was not their bloody steel, or lethal armament- not directly.

Johannas, bannerman of the Dovaskarl, rising war-captain and renowned fighter, knew they were losing when his men started to flee.

'Cowards!'

Even as he said it, the words felt hollow. Three assaults, and what did they have to show? Death on the approach, on the impact, in the melee- yet nothing but the most tenuous of footholds, barely enough for three to stand on, let alone fight, and only their corpses to litter the deck, by arrow, spear or blade.

They were losing, he knew in his heart of hearts. Too many mistakes, maybe- if he ever saw that traitor Reine again, he'd strangle him until he choked on his lying tongue. Or maybe they were never strong enough anyways, against these these steel-workers with ships like fortresses.

To show that as their leader would make it certain, however, and so even as many paused their attacks, or even fled, he plunged back into the fray. Half on the ship, half teetering off the edge- lunge, strike, hook and shove with spear aflame, trying to kill even one before their allies could spirit them away, even a small victory to rally his fighters. Seconds felt far too long, like bitter defeat, when they.. retreated?

An androgynous shieldbearer stepped out, pointing their blade towards him. They were wore a heavy carapace, shield slightly smoking and sword unbloodied, but for once one of them stood alone- alone and talking, clearly suffering some insanity to give up their best defence.

A foreigner out of formation was not an opportunity Johannas could resist. When his followers saw him doused with burning spit, cut down and thrown back in swift succession, they surrendered soon after.
————————-

You come to the prow, and witness a testament to Pacts. What was initially a devastating assault had clearly stalked out, almost two thirds of the attack party awkwardly trudging through waist high smog. Pale blue and malleable like mist, it didn't seem dangerous, but was clearly far harder to push through than it looked. The Hoklin in any shape to fight had clustered some ways away, either loosing arrows or holding a fighting retreat against a vanguard of the Iskefolk. Despite the gap in skill and equipment, Solyn's crew couldn't push through to the sorceress they guarded, who single handedly prevented the Islefolk from swarming then with uncontested spellcratt.

You slowly nock and draw, so far unnoticed, before a flash of movement draws the eye. A Hoklin with a serpent's mask springs up from out of the mist, savagely wounded, spear in a double grip-

Close Range, DC 6
+1 (Novice Archer)
+1 (Firing Platform)
-1 (Agile)
-1 (Soft Cover)
DC 6
7, 5, 9, 10

You loose, and you know you missed.

The mage unleashes some hidden power, a sheer white storm of biting wind that obscures the entire field, but even as you nock and draw again while blinded you sense that it's too late. The unnatural blizzard fades after three heartbeats, to reveal two corpses- the Hoklin had battered a woman aside and skewered another through the mouth, only for him to return the favour, even while both fought blind.

Blessed Kolo comes up behind you before loose fire again, holding a spear whose tip burns like a torch. The enchanted lance clealry means something to the Hoklin, who surrender at last when he demands it, voice empowered with heavenly wisdom to make it heard by all. The fight is over, the Hoklin's courage finally failing.

Many Islefolk are wounded, some severely- but with divine grace, only one is dead.

(If you were better, it would have been none.)
————————————

How severe?
DC 6
+1 (Islefolk Resilience)
+1 (Mundane and Magical Healing)
DC 8
7, 2, 6, 8

Pretty light, but still….

Islefolk Losses
Hapti will never again see from her right eye.
Kola was almost frozen solid, standing at ground zero of the final pact. She survived, barely, with supernatural attentions, but not all of her extremities joined her.

Coryn is dead. His next of kin will be given the rest of his pay, plus recompense, but won't have a body to grieve over.
(Is that your fault?)

Hoklin Losses
Of the enemy sorcerers, Ofni is dead. Janna and their teacher, Hanza, surrendered unharmed.

Of their strange champions, Ingr was captured, grievously wounded but alive. Skold is dead.

Johannas was taken alive, but horrifically injured. Even assuming he awakes, his fighting days are forever done.

Of the crew and marines of Eoryn's Fang, three out of thirty survived. Most lacked the knowledge or ability to swim.

Of the crew and marines of the Tidebreaker, nineteen survived, with five permanently maimed, out of the thirty. A quick retreat saved lives, but not before firepower already reaped a brutal toll.

Of the crew and marines of the Eye of the Falcon, twenty six out of fourty five survived, with six permanently wounded. The majority of deaths were in melee.

Your share of the spoils, after repairs for your armour, is 13 silver rings. You'll receive more when the prize ship is sold.

————————————

The first thing after a battle, any battle, is to see to the wounded. The injured, from mortal to mild, are carefully checked and fretted over; light to moderate wounds, like yours, are treated through mundane means and left alone, while the most severe or even lethal injuries see immediate attention by the priest. Blessedly, although some will not come away in one piece, no more are wounded so severely that they're beyond even miracles to save.

The second is to round up prisoners, a task for the heathy and lightly wounded- most of whom aren't needed for medical care. Others are already handling this, but that is not your place. You sit quietly amongst the moderately injured or freshly healed, and although some come up to congratulate you on your prowess- and on saving a life- you don't have the heart to talk to them long.

The third, if nothing is pressing, is the funerals.

Only the minority of the crew, those who cared for him, attend. The majority are already tasked by Halna, to repair, corral, pillage- but none of them approach the aft of the ship, where Blessed Kolo resides over a funeral.

Islefolk rarely dump anything into the sea, unless it's completely impractical otherwise. One of the exceptions is bodies; Islefolk killed far from home, and many who pass in Haven itself, have their corpses discarded into the sea, weighed down by stones. The Five Fold Queen is the daughter of the depths; no matter where the corpse may be, as long as it's ten fathoms deep, the soul will be swift to her embrace.

Coryn's body lies on a table dragged up from below, upon a shroud with rocks nearby. His steel and most of his clothes has been removed; his lethal wound bare for the world to see. Blessed Kolo gives a succinct epigraph for someone who died still young, before well wishers can personally attend his corpse a final time.

You're surprised to see his sister weep, but the Snaga must believe differently than you.

You're one of the last in line. It doesn't feel right, when you barely knew him, to push up in front; Talyn is just ahead of you, and seems surprised at your presence.

'I could have saved him.', you preempt. 'Don't tell me I did what I could, not to let it weigh. I know. I just wish..'

She nods, turning away.

The line moves forward, slowly or quickly, both priest and mourners staying a respectful distance from whoever's currently grieving. At last, you see Talyn only nod to him and squeeze his hand, and then it is your turn.

His eyes aren't as judgemental as you thought they'd be, and you're not sure why you'd think that.
———————

[] ….You died as bravely as any could hope for. There are no strangers across the endless sea, as long as we hold true; until we meet again as friends, rest in peace.
(You are his kin in spirit. It's not much, and you didn't know him well, but you hope he's pleased nonetheless.)

[] …..I'm sorry.
(Did he die because of you?)

[] ……..
(You turn away. You are no longer kin of the Isles, and have no right to this sacrament.)
————————-


The ships- the Laughing Gale towing along her prize- come to landfall. If not for the Hoklin, you doubt you'd have touched the sparse coast until you sailed into Sovistegrad, but now you hold over fifty prisoners- a crew unto itself. Prisoners who, slavers or otherwise, deserve to send off their dead before you go.

You watch from the ship, the unarmed Hoklin let aground with the bodies of their dead, surrounded by a broad ring of guards. Fascinatingly, they throw up a makeshift camp first, simple hearths dug into the ground, before arranging the dead- nearly as much as the living, even despite the corpses lost or mangled- around them, as if they were sitting amongst them.

Then, they seem to take their blood into flasks, boiling it over an open flame and adding some manner of herbs. While it boils, they pray in silence. Some of them cut their own palms, to add their own blood to these personal mixtures; others seem content to simply contemplate.

After some time, they take the flasks and pour some out into the dirt in front of the corpses, talking to them as if they were alive, just sharing a meal. Some take longer, some shorter, but all wait for the rest to finish.

Lastly, they drain the rest, before setting the corpses alight. The Hoklin come back to the ship on their own volition, and do not look back.

(The champion you fought Is the only one who does it differently. She makes no fire, nor produces a flask. Instead, she cups her counterpart's blood in her hands, drinking a small amount raw, before washing them clean. The man's corpse is left untouched, for the wild things to pick apart.)
————————————

In three days, you reach your destination- the town of Sovistegrad! At last, your journey closes to a end. What do you wish to do before saying goodbye?

[] Start writing your letter home. You may never write another, so you will have to make it last.
[] Polish up your Trade. You're probably about to use it for real.
[] Talk to the prisoners. Some of them can speak Trade; they seem quite intimidated by Islefolk in general, however.
[] Practice archery. You promise you're not brooding.
[] Something else?

A reminder that there are two votes in this update, counted separately.

Of the Hoklin prisoners, they were given the choice of either divulging much of their excess wealth and being left ashore, losing some and submitting themselves to the Sovistel Lodge, or losing some and paying some more for the Islefolk to organise transport for them further south. Most picked the first or third; Ingr has left already.

All were made to swear an oath to not wage war upon Islefolk for another decade. Whether they will honour this, you do not know.

I'm surprised you didn't kill anyone during your first battle at sea.

Although I'm happy to make light of the death of non sapients, it sits poorly with me to make light of real warfare.

Questions always welcome!
 
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Due to various things, I think I'll start writing again on Thursday

I have altered the deal. Pray I do not alter it further.

(Next update should be on the weekends, though. I'm meeting with friends.)

You never would have been able to get the entire Iron Circle off; she came a lot closer to killing you than that giant sorcerer daemon. Morian, however, did actually invoke the iron circle- not that she was understood.

The prologue almost finishes! At last!
 
I have altered the deal. Pray I do not alter it further.
If the deal being altered means earlier updates I dunno how much I'll be praying.

[X] ….You died as bravely as any could hope for. There are no strangers across the endless sea, as long as we hold true; until we meet again as friends, rest in peace.

[X] Start writing your letter home. You may never write another, so you will have to make it last.
 
[X] ….You died as bravely as any could hope for. There are no strangers across the endless sea, as long as we hold true; until we meet again as friends, rest in peace.

[X] Start writing your letter home. You may never write another, so you will have to make it last.
 
[X] ……..
(You turn away. You are no longer kin of the Isles, and have no right to this sacrament.)

I want our boy to move on, not to stew and brood over what could have been or who he was back home. He may be an exile for now but he probably won't always be, and to that end he should cut his ties off to the Isles neatly.

[X] Start writing your letter home. You may never write another, so you will have to make it last.
 
I want our boy to move on, not to stew and brood over what could have been or who he was back home. He may be an exile for now but he probably won't always be, and to that end he should cut his ties off to the Isles neatly.
Ermmmm If we don't want him to be an exile then cutting ties with the Isles seems like a counter productive decision.
If you want Geln to embrace a new life in exile without his former islander identity sounds more like what you'd want from cutting ties.
 
[X] ….You died as bravely as any could hope for. There are no strangers across the endless sea, as long as we hold true; until we meet again as friends, rest in peace.

[X] Start writing your letter home. You may never write another, so you will have to make it last.


Go forth my strapping lad! Life is too short for grief, much filled with opportunities to cut down new bonds!

Find your waifus, seed the Elves and diplomance the continent in the name of the One True, Five Folded Waifu!
 
[X] ….You died as bravely as any could hope for. There are no strangers across the endless sea, as long as we hold true; until we meet again as friends, rest in peace.

[X] Start writing your letter home. You may never write another, so you will have to make it last.
 
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