[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.
We have an overwhelming majority, and I don't see any new voters.
I'll be pretty busy tonight, so calling vote now.
I'd like to announce that Factions of the New World is complete! Go there to see Talyn's summation of a great many things.
While you chew on that, I do have a couple questions for you.
Firstly, I'm surprised that none of you were more curious about the woman about two thirds your size who almost tore you limb from limb. Following that, what are your (brief) impressions of the permafrozen Hobgoblins as a whole?
Secondly, I think a full sized letter would bloat the update too much. I'm thinking of including a small allusion in the text, then writing a full letter later a couple days later as a Sidestory. Yes?
Third and last, now that we are writing of the past… what did you imagine Geln's family to be like?
He has a mother and father, and five adult siblings, including at least two sisters and one brother (freshly widowed). He must have had friends.
But I didn't really think that far ahead, so if any of you have some more to pitch in, I'll be happy to hear you out.
Scheduled vote count started by Shine on Mar 1, 2023 at 7:13 AM, finished with 10 posts and 6 votes.
[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.
Firstly, I'm surprised that none of you were more curious about the woman about two thirds your size who almost tore you limb from limb. Following that, what are your (brief) impressions of the permafrozen Hobgoblins as a whole?
Didn't really get much of a feel for the hobgoblin group as a whole seemed like a slightly odd mix of stoic professionals and very inadequately prepared.
I did like the hearth funeral, thats tipping your hat to IRL folklore of them as helpful home spirits right?
Seems like a fair way to handle the letter, I wanted this as symbolic of closing this chapter of Gelyns life so what it means to him is kinda more important for me than sneaking backstory stuff.
Do not know.
They're probably literate like we are which suggests stuff about their jobs/professions, they're from Harrow as well, so scribe/merchants seems fairly likely.
Historically a lot of jobs where family professions, which might suggest more Hearthguard, however the militia culture might mean Gelyn jumped jobs entirely. Depending on which there could be a dynamic of "Shamed our family history" or "Damn the cool brother is gone." with at least one.
I don't know if we've got Gelyns age or if he's older/younger than most of them.
The murder might suggest he's pretty protective of his siblings...
[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.
'….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.'
On darker days, you wondered where you'd go when you died. All Islefolk travelled to the endless sea when they passed, their ideals identifying marks that enable their kin to find them... but in many ways, you were no longer Islefolk. You have made yourself a foreigner, if one who wears a familiar face and speaks a comforting tongue. When you pass, would your kin by blood or choice recognise your soul?
….when they see your sin, would they want to?
You look into a dead man's face, and an answer comes to you from the droning whispers of a gentle sea. Many Islefolk live most of their lives beyond the Isles, and die there too. They take customs, even partners, from other lands, and they are not lesser for it. Once, your kin would have been as likely to drive Coryn's away with fire and spears than trade with the roguish Snaga, but despite the differences between each other and yourself, it would be absurd to call any of them foreign.
As long as you keep true to who you are, you will find the endless sea- if not by your blood, then by the Five Fold Queen, who guides all without any home but her domain. And if you can't find your loved ones in there.. well, you will have a small eternity to search.
You nod a final time and retreat, feeling oddly thankful to a man you never really knew. The last in line, after you, promises aloud that even if they were never friends, he will still settle his debts to him with his kin as proxy.
Half a ring is a trivial sum, but that's not what's important.
—————————-
'What's she saying?'
The Hoklin gather on the shore, warily eyeing Captain Halna on the prow. She addresses them in their own tongue, complete with sonorous hums and sharp gesturing, and you have not a faint clue what she's saying. Even the Hoklin's expressions give little away due to their ubiquitous masks, although they don't seem unhappy.
'She's explaining what happens now they're our prisoners.'
'They don't understand, or..?'
'The Hoklin don't ransom.'
At first, you accept, but the more you think of it the more it crumbles inwards. You tear away from the inarticulate conversation to give Talyn a look of apprehensive disbelief. If they fight each other, yet don't ransom…
'When they surrendered to us, they probably expected to be tortured for information unless they change allegiance. They don't normally just send enemies away.'
'That's….'
Cruel? Immoral or pointless? All of those words fit, yet none of them seem right. It seems like stories weren't so extreme at all, when it came to foreign honour- or the lack of it.
'It is dishonourable, yes.', Talyn admits. 'Nearly every foreigner we work with- and in general- is dishonourable, in some way or other.'
'…the Sovistel, our allies, torture prisoners for information. The people we're selling weapons. These our allies.'
'Yes.'
'Why are we even here, then?'
'We want their things.'
'I know how buying things works! This is clearly more than that; we're teaching them steel, giving them advice on how to fight as well as we do. But being better than the Dovaskarl doesn't make them good.'
At this, Talyn grows pensively silent. On the shore, several brawny sailors have dredged up the aggregate sum of pillage- anything and everything of value, beyond their personal equipment (kept for them) and necessities. Halna is clearly explaining the process of their release, and although you don't understand them, you think some of the Hoklin are even outright bargaining for how much they keep.
Soon, though, it is settled. Most of the Hoklin filter back on board, clutching what they kept as if fearful you'd swiftly change their mind. A small amount, equipped once more, if now much poorer, turn and leave. If they move rather urgently, you put that to them sensing the archers watching them like birds of prey.
When those who decided to brave the wilds are little more than blurs against a sludge of mud, snow and stone, Talyn finally responds.
'The Sovistel aren't good, no, and I'm not sure they'll ever be. They're not like us. But they're better than the Dovaskarl?'
'Of course.'
'Then if they defeat and conquer the Dovaskarl, that means that there's more Sovistel and less slaves, which makes this area, on average, better. If they conquer the Dovaskarl with our guidance, then they also learn from us- not only technology, but some of our values as well. Wouldn't that be better than leaving them alone?'
……
—————————-
[] 'That… is better. If anyone can teach them honour, then it could only be the priests.'
[] 'I don't know. I don't think I'll ever know. The priests will understand, though… I wonder how they'll stop us from learning from them as well.'
[] Your first thought is that it shouldn't be your burden, to try and teach others honour. You don't voice it, however. The clergy understood these things far more than you.
[] Something else?
——————————-
You start writing your letter, and you struggle.
For two silver rings, you have two sheets of parchment and all the ink you'd want. The sky is clear, crisp and wonderfully overcast, and most of the other crew too busy managing the prisoners too question what you're doing. Even weighed down by her prize ship, the Laughing Gale would reach Sovistegrad in two days, and then..
And then you leave.
Solyn promised that he'd look into delivering your letter, when the Gale sails home. You're grateful, probably more than he knows, but that entire plan runs into a single issue. You have a storm of thoughts in your mind, and yet.. you can't find it in yourself to write a word.
Nothing seems good enough, to put into the final token your family will have of you.
'Are you alright?'
You glance up. Alaric stands over you, apparently on break. He's curious, but you don't know why he'd be apprehensive too.
'I'm fine. Writing a letter. Do I have to move?'
'No, it's just.. you were staring at that for a while.'
'I don't know what to write.'
'Well.. have you tried just starting?'
'Sorry?'
'I have a cousin who writes. He says that it helps, if he's ink-tied, to just start writing instead of trying to think about the entire thing. If you don't have ideas now, they might come to you partway.'
'I don't even know how to start, though.'
'Maybe just… dear mother, father, siblings?'
'That's just the address. It doesn't mean anything.'
'It's a start.'
He has a point.
You nod, and start writing- slowly and carefully, so the waves don't spoil your work.
'Thank you.'
'It's fine.. I wanted to thank you, actually. For saving my life, earlier.'
'Don't worry about it. Pay me back by staying alive.'
You can't quite see his face from the lower angle, but after a pause, he nods, bows low and retreats.
'Mother. Father. Tamara, Silvyn, Varos, Heln.
I am alive and well. When this reaches you, I will already have spent some time upon the Far Continent.
Silvos.
I'm sorry.
………'
Will be continued in Sidestories.
—————————————-
Sovistel is both familiar, and not.
The Laughing Gale slides into a natural harbour, laying anchor a few metres from a steep rock face and throwing down a walkway to bridge the gap. Sone ways away from this strange natural formation is the town itself. At a glance, you'd say it numbers perhaps a couple thousand people, smaller than most Haven settlements; it's surrounded by a stocky wooden palisade, and clearly isn't particularly built up. Only two buildings in the entire settlement are much taller than a single story, and one of them, at guess, would be the hall of the local Thane.
But even though it's underdeveloped, you can see the clear inspirations in its construction, adapted to their frigid home. The settlement is forged in rings, each ring adopting another layer of defences- all the better to fend off enemies from above, or below. A road, clear and broad, has been dug out from the entryway, and you can only imagine what hidden traps have been placed just off the path. The buildings- although many clearly impermanent- seem organised into blocks, grids of small communities which draw to them people of similar trades, close to related industries, and each expected to collaborate to pay their tithes and defend their way of life. The air smells of wood and smoke and iron, and it's all terribly familiar.
You wonder what your kin were given, for aiding Hassan in creating this refuge. Was the subtle influence they won its own reward?
'Geln!'
You turn around to see Halna, Talyn, Solyn, and surprsingly, Blessed Kolo, clustered around the walkway.
You come over, curious. You don't think they're just here to say goodbye- but if they are, you're grateful so many turned up.
'You're about to leave us.', the captain begins in somber tone.
'You're about to leave us, and we're sorry to see you go. You've been an excellent guest, trusted blade and worthy friend to my crew. In another life, I would have offered you a place amongst my veterans... but even if I were to keep going, you cannot.'
You nod again. There might be more elegant responses, but it feels wrong to speak.
'So.. before you go, forever, we thought to give you gifts.'
She presses a compass in your hands. Her compass.
'Isn't this..?'
'I have a spare; a retired sailor won't need a custom compass anymore. Take it. You might be travelling for the rest of your life.'
'I.. thank you.'
'I hope you're not overwhelmed yet.', Solyn warns. 'We got you things too. You might never see us again..'
'… but it was better to meet briefly, than not at all.', his partner finishes.
They give you far more warlike gifts. From Solyn, a spare quiver to keep at your hip, with a complimentary arrow fletched with flame-coloured feathers. You had never seen him fire that.. ever.
Talyn's gift is much smaller. It's a thin bronze blade, unlike any knife you've seen before, and you don't know what to do with it.
'Hide it in your boot.', she clarifles.
You wouldn't buy a weapon like this, but it's a gift you can't refuse. Perhaps she planned for that.
You wordlessly hug each of them in turn, for the first and likely only time, but just before you go, Blessed Kolo silently presses a final gift into your hands.
It's a book. As books go, it is neither large nor elaborate- made with simple bindings and straightforward prose.
The cover reads 'Stories & Rites.'
It is one of the most precious books in any household that can read, because in it is a part of we are.
'It's only right', he clarifies softly, 'for you to be recompensed for your efforts. The others will see less tangible rewards.. but you are leaving today.'
'Travel safely, Exile.'
Not trusting yourself to be eloquent, you nod succinctly, before descending onto land. Behind is the life you could have had; ahead the future that will be.
'Goodbye!'
'Remember us!'
'Winds take you to where you need to be', Halna intones, a farewell adjacent to prayer for her kin.
'Tides take you home', you return, and do not look back again.
Snaga Compass
Greatbow Quiver
Strange Arrow
Hidden Knife
Book of Islefolk Lore & Rituals
—————————- This is the end of the prologue.
Next update, you start anew.
There are two votes. Here is the second.
[] Deft: +1 Attack
(both ranged and melee)
+2 to manual precision and slight of hand.
+1 to being flexible and balanced.
Steady hands, to both save lives and end them.
[] Survivor: +1 Armour
+1 to willpower
+1 to resist disease, poison, hunger, thirst, blood loss, suffocation and generally any indirect mundane harm.
+1 vs Divine Magics.
(Islefolk unique.)
More than half a millennia, Haven warred upon the Islefolk. Centuries of bloodshed, and never did she succeed.
[] Dilettante
+2 to developing new skills, up to a Novice level.
+1 to remembering things.
You like to learn for learning's sake.
Two days to vote, barring overwhelming majority.
Next update will be after I hand in my assessment, so probably Thursday.
The Hoklin didn't lose because they were incompetent; Hoklin Veterans are pretty respectable troops.
The Hoklin lost for a couple reasons….
A. Inferior equipment, regarding steel, artillery (they don't normally arm their ships) and the ship itself, which made it inherently hard to board.
B. Primitive naval doctrine. The Islefolk have fought at sea for a very long time; Hoklin don't normally fight important battles on the water.
C. Islefolk are Really Good At Fighting. Hoklin, not living a lifestyle of endless war and hunting, are only Good at Fighting.
D. Blessed Kolo smacked their magic upside the head.
E. Related to the above, because you were forwarned you engaged them at day, instead of at night, where their night vision would have mattered.
When Islefolk encounter a lot of cultures for the first time, the part where their 'militias' can go toe to toe with professional soldiers is a bit of an outside context problem.
[x] 'I don't know. I don't think I'll ever know. The priests will understand, though… I wonder how they'll stop us from learning from them as well.'
[x] Dilettante
[x] 'I don't know. I don't think I'll ever know. The priests will understand, though… I wonder how they'll stop us from learning from them as well.'
[x] Dilettante
[X] …….. (You turn away. You are no longer kin of the Isles, and have no right to this sacrament.) [X] Polish up your Trade. You're probably about to use it for real.
I await a better welcome in this new continent.
Oh dear, I seem to have missed an update. [X] Deft: +1 Attack
(both ranged and melee)
+2 to manual precision and slight of hand.
+1 to being flexible and balanced.
Steady hands, to both save lives and end them.
[X] 'That… is better. If anyone can teach them honour, then it could only be the priests.'
[X] Deft: +1 Attack
(both ranged and melee)
+2 to manual precision and slight of hand.
+1 to being flexible and balanced.
Steady hands, to both save lives and end them.
[X] 'That… is better. If anyone can teach them honour, then it could only be the priests.'
Indicates the material of this armament. This is important for me to determine physical properties (does that burn?), but also to recognise to recognise if there's a present technology gap, and reward bonuses as required. eg. Steel Armour has +1 Armour vs Iron Weapons, Steel Weapons +1 Pierce vs Iron Armour.
This weapon has +1 to hit, and gives an additional +1 when aimed. Associated with crossbows.
This weapon can be brought to bear swiftly and easily, which is invaluable when surprised.
Associated with lighter blades and bows; it's very difficult to use bows without this tag on horseback.
This equipment is difficult to bring to bear, and typically has to be used with a restrictive posture. The opposite of agile.
This equipment can make life difficult just by carrying it around. Normally associated with medium and heavy armour, as well two handed polearms. Less than ideal for sneaking.
This weapon is very easy to draw and sheathe. Associated with knives and swords.
This weapon suffers a -1 to hit, and has a maximum accuracy of 9. Associated with gunpowder armaments.. but even upon the other continent, those are rare.
With a skilful strike, the terrific power hurls the enemy back. Human scale enemies are typically knocked down; larger ones may reel or flinch.
When you can exploit this weapon's reach, you strike first against non-Reach enemies in the first round, instead of simultaneously. Very powerful, but near unusable in certain situations.
Indicates a one handed weapon that does not benefit from a two handed grip, like a knife. Normally, a double grip on a one handed weapon gives +1 Pierce, from the extra control and power.
Strikes after any non-Small equipment, unless you can negate your lack of Reach. Associated with knives and fists.
On a natural 1 when hitting, or, if automatically hitting, on armour saves, this weapon deals damage to enemy equipment depending on the craftsmanship of both. Associated with axes and hammers.
This weapon is excellent for controlling space. Associated with two handed blades and glaives
Every wound penalty dealt by this weapon also inflicts -1 Attack next round. Also useful for vandalism. Associated with magic; if due to an enchantment, the blade strikes with disproportionate force.
This weapon needs two hands, and does not gain Pierce from a double grip.
This melee weapon can also be thrown. If done so, can use either the Throwing skill, or the native weapon skill.
Many melee weapons can be used with alternate skills. For example, a Quarterstaff should optimally use Heavy Impact, but could also use Spears or Heavy Blades.
—————————
Over the course of the quest, I do a lot of short musings in non-thread marked posts. Here's the links, so a new reader can just reader mode and chill.
These trait choices are always really close (… out of two samples, anyways), and you're going to get only so many of these. I'd love it if you voted, because it will definitely effect the rest of the story you'll read!
Second, there's secrets in the last two parts of Those Who Came Before, which apparently noone can find.
This isn't the immune system all over again right? That the enemies where "corrupted ___" implied that they were the last people to try and fail the tests?
This isn't the immune system all over again right? That the enemies where "corrupted ___" implied that they were the last people to try and fail the tests?
No, it's a bit harder to find than that.
Corrupted '——' just tells what the purpose of the construct was.
For example, the corrupted brigands had never actually done a single act of banditry, ever. They were just props for the scenario, turned to nefarious ends.
For example, the corrupted brigands had never actually done a single act of banditry, ever. They were just props for the scenario, turned to nefarious ends.
These trait choices are always really close (… out of two samples, anyways), and you're going to get only so many of these. I'd love it if you voted, because it will definitely effect the rest of the story you'll read!
Second, there's secrets in the last two parts of Those Who Came Before, which apparently noone can find.
Sonai the Doomed, and Yara the Prophesied. The first preaches of a Karranil returned from the dead for his faithful, the second of a radiant and terrifying Queen. The Islefolk find new reserves of courage, and slowly start to reclaim their home.
You peer at the stone, likely more suspiciously than it deserves. It's not large- about half the size of your fist- and you have little context for the angular symbol carved upon it. It's perfectly round, clearly manufactured, and nor can you place the stone it is made of. What must, will be.
Perhaps it will do nothing, you think, or perhaps hope.
Leaning forwards, you press against the gate, and it doesn't move. Perception Made Real DC 6
-1 (Islefolk)
DC 5, 10, 9, 6, 6
Pushing, pulling, all three of you, trying to outright pry it open, even setting it alight- all of it slides off the gate, which seems absurdly resolute in its efforts to resist you. Despite seemingly mundane, it rebukes every effort to force it, destroy it, and, tragically, even to bargain with it. Wood seems to weigh as much steel, and be tougher yet, while crowbars feel like they're pressing more on bedrock than any mortal hinges. After nearly half an hour of effort, you're forced to admit grudging defeat to the bizarrely invulnerable door.
Traits
Blood of the Isles
+1 Armour
+2 to Physical and Social Courage
+1 to resisting disease and poison.
-1 to resist Divine Magics.
Very high appetites. Vulnerable to starvation.
Painfully well adapted to little sunlight and high humidity.
Shorter lifespans.