Jump to content
Old Guys Gaming
Search In
  • More options...
Find results that contain...
Find results in...

Raginwald Artor

Senior Member
  • Posts

    459
  • Joined

  • Last visited

  • Days Won

    41
  • Donations

    70.00 USD 

Posts posted by Raginwald Artor

  1. Lilith et al,

    Despite my reluctance to put my faith in the gods, I've been compelled by a higher power, possessed even of divine provenance, to implore you to bestow upon me those heavenly accoutrements you see fit to. 

    My hands have been dripping blood for decades, across three different continents and two apocalypses.  I do not deserve any godly boons.  But I have also created, protected, guided and mentored throughout 17 years of history in this world.  I have shielded the realm from disaster, uprooted treachery, cast down your false peers, strangled the life from usurpers, tyrants, miscreants and scum. 

    I have been a silent and no-so-silent guardian, a vigilant defender, ruthless conqueror.  I have been an oracle, prophet, slave, King, conqueror and War-master.  I have also been a murderer, a reaper of heads, a soul-taker and a butcher. 

    I know not where the scales balance, I leave that for omniscience such as you possess -  but I seek your benevolence, in the form of divine earthly implements of creation.  Such as you see fit to grant me.

     

    Raginwald Artor

    • Upvote 1
  2. Good evening all,

    ACTION

    We are pleased to announce the activation of "operational" trade-posts on the server.

    BACKGROUND

    OGG has decided to implement a prominent mod for the server in the form of the "Nyuton.net trade post client mod for LIF:YO".  This is a client-side downloadable mod that allows players to utilize and operate FUNCTIONAL trade-posts.

    LINKS

    1. The Installation guide/mod download - is located here:
    2. The Trade-post Mod Guide - is located here:

    DETAILS

    1. GUILD TRADE-POST
      • Guild Trade-posts MUST be completed WITHIN the owning guilds trade boundary - the trade posts are only "ACTIVATED" if they are fully covered by a guild boundary.
      • Only players with the correct permission (set by the owning claim lead) may MANAGE the Guild trade-post and access the storage.
      • ALL PLAYERS will be able to enter a guild-trade-post and complete trades/browse what is for sale and being bought regardless of stance/permissions
      • Guild posts are "barter" trade posts - though you can also request certain values of currency for your items (read the guide, its clear).
    2. SERVER TRADE POST
      • The Trouble Peak Trade District HAS THE ONLY SERVER MARKET TRADE-POST.
        1. This is an automated version of the trader nights that Lilith has been doing for months.
        2. it is active 24/7
        3. Multiple players may utilize it concurrently
        4. it automatically calculates your change when completing trading.
        5. It has the entire trouble-peak trading inventory list plus additional items introduced with the latest patch
        6. It is the only trade-post that deals exclusively using currency.
        7. Players may request permission to the GM Trade post claim via the GM Support Ticket thread in discord.

    DISCLAIMER

    1. OGG Staff WILL NOT replace items lost as a result of utilizing these trade-posts.
    2. READ THE GUIDE - if you don't, you will fail at using this trade post mods.
    3. If players purchase more items then they can carry, the excess weight WILL BE DROPPED ON THE GROUND. No reimbursement for this occurring will take place - plan accordingly

     

     

     

  3. Good evening everyone,

    As of this post, the war between FIRST LEGION AURELIAN and HELM's DEEP is officially declared as over.  Helm's Deep continues to decay and has dropped down to T2.  Additionally the opposing side has gone inactive and/or quit the server. May the odds be forever in your favor

    Sincerely,

    Rex

    OGG Staff

  4. In consultation with the staff, the pitched battle for this war will take place at 2000 EST, 24 Aug 2018.  Stay tuned to the event thread in the next few days for a detailed event break-down of the pitched battle.

    May the odds be forever in your favor.

    Rex

  5. Good evening all,

    CONTEXT

    Utrid Ragnarson has been a continuous source of friction in the realm since 1050. 

    Note - what follows are the major milestone events in Utrids long story of inciting conflict in the Realm.  This pattern is common, and essentially unchanged since 1050 (14 in-game years).  The Western Reach has never become embroiled in these conflicts, as they have not involved us, but that has changed, and this is why.

    1. He incited a war in 1051 by poaching materials in Broken Heel, which was a catalyst for the conflict between the Imperium of Canada and The Guardian Angels.  He was then exiled from his claim and left the realm.
    2. He returned following a Realm burning war and settled a new claim in Broken Heel, The Last Kingdom.  He then, over a period of time, continually defied the direction of the King in the South and provoked conflict with neighboring claims.  This resulted in him eventually falling under Declaration of War by the King of the South, Vivenji Holler, for breaking the King's Edict again after being warned explicitly.  Utrid then fled the Realm for the 2nd time, rather than face judgment at the hands of the South.
    3. He returned in this current age, in the year 1063, and immediately became a further source friction in the Western Reach.
      • He was a major contributing factor to the dissolution of the 10th Legion, to the point that the people's of the Reach majority voted for him to leave the Region due to his many indiscretions, provocations, attitude, selfishness and deception.
      • Following formation of Helm's Deep, and declaring himself King of Dane Valley, he broke an agreement for good relations with Opus Quintus, member of the Reach, and poached a new claim out of Western Reach.
        • He was confronted on this, and given the choice to pay compensation to the Reach for his actions, or face a declaration of War.
          • the compensation had 2 parts:
            1. A tax, carried out by Raginwald Artor of goods within Helm's Deep.
            2. A 239,000 coin value of shaped granite to be delivered to Opus Quintus within 14 RL Days of initiation.
      • Utrid completed the first part of the compensation, but reneged on the second part, instead flooding his claim with disaffected members of Eslov and circulating language implying that he was going to "Burn First Legion to the Ground, and anyone who helps it"
      • He then, with his newer members, initiated raiding on First Legion claim, resulting in skirmishing.
      • Further, he provided provocative language indicating that the war declaration was imminent, etc.  He made it clear that he intends to wipe the First Legion from the map, and burn anyone who assists them to the ground as well.
      • Lately, its been observed that Utrid Ragarson is no longer the claim lead of Helm's Deep, ceding control of the claim to his new members to facilitate burning the Realm to ash.

    REASONING

    This declaration of war is occurring for the following reasons:

    1. Utrid Ragnarson, and those that choose to fight alongside him or in-place of him - have defied the terms of the compensation agreement made with the Reach, and the consequences of that are a declaration of War - as discussed and agreed to by Utrid Ragnarson, with representatives of OPUS QUINTUS and DARK COMPANY as witnesses.
    2. Utrid Ragnarson, and those that choose to fight alongside him or in-place of him - have made it crystal clear to the people of the Reach and its allies that their intent is to obliterate the First Legion, and anyone who sides with it, in order to set conditions to burn the rest of the Realm.
    3. Utrid Ragnarson, and those that choose to fight alongside him or in-place of him - have created an atmosphere of hostility, rage, arrogance, within a veneer of deception and manipulation that MUST be challenged.

    The formation of the Reach had this notice for those that would do the People of Western Reach Harm:

    • Any unprovoked hostile action against Reach citizens, within the Reach, will be responded to in a blindingly violent fashion.
    • Any attempted subversion, deception, or scheming will be ignored, and the instigating parties burned to ash.
    • Any attempt to divide the Reach, will be viewed in the same vein as an act of war.
    • Respect, diplomacy and quarter will be quid pro quo for the same granted to The Reach.

    DECLARATION

    I am Raginwald Artor, I have survived Realm burning conflicts, I have broken a Tyrannical Baroness, I am the Butcher of Hillguard and the God-slayer, I fought back-to-back with the South during the scourge of the council of Eastmarch, I have driven bandits, mobs and armies from the Reach, and rode to the defense of innumerable claims, individuals and groups.  I have trained, equipped and led the armies of the Reach in multiple wars, skirmishes and Raids.  I have been covered in the blood of my enemies for fourteen years.  I have fallen to darkness and risen, purified.  I have returned to the people of the Reach and been asked to lead them once again.  I am no Lord, and I am no King, but I will fight to the death against rampant hate, deception and arrogance. 

    For the Glory of Rome, the Reach and the Realm.

    Utrid Ragnarson, and those that fight alongside him have violated the sanctity of the Reach, spit on agreements, incited malcontent, deceived, manipulated, and schemed.  They have made it clear they have no respect for the people of the Realm, no respect for the Western Reach, and will not stop until they see this beautiful island turned to ash, and its people put on their knees as slaves.

    To that end - I formally declare before Jupiter and the pantheon of the Gods that I will annihilate Helm's Deep's capacity to threaten the Realm.  I will not allow this type of infection to grow in the Realm, and I will not tolerate the assault on the balance and harmony of the Realm any longer.  So it is war, vicious, unrelenting war.  I will grind Helm's deep to dust and break Utrid Ragnarson and any who support him on the anvil of my resolve.

    I also now activate all commitments of loyalty to the Reach, all bonds of alliance, military support and aid.  To all the claims that the Reach has ridden to support, I now call on you to honor us as we have honored you and stand alongside us in this conflict.  The legionaries of the Reach fight and die for you now, stand with us, lock your shields with us - dine in hell with us.

    To some of you I am a servant, to some a soldier, to fewer I am friend, and many have called me enemy - to Utrid Ragnarson and the members of Helm's Deep - you will soon learn why I am the Warmaster.

    Finally - to Utrid Ragnarson, and the leader of Helm's Deep and any who side, support or ally with him - you have made it clear you wish to burn my claim to ash, and annex all of my holdings.  I have one response, an ancient response;

    Molon Labe

    Sincerely,

    Raginwald Artor

    Warmaster of the Reach

    Note - The Roster of the First Legion is included below:

    • Raginwald Artor
    • Ginniman Ginniman
    • Targanoth Ironhide
    • Asger Volnut

     

  6. The following Resource Node Contests are confirmed

    1. Wildlands Docks
    2. Southern Hook Docks

    The Contest will happen 05 Aug 2018

    Timing: 1900-2100 EST

    May the Odds be Forever in your favour.

    Rex

  7. The Reach has unified.

    In response to the collective threat against its citizens, and the desire to be something more than disparate villages, the claims of Western Reach have met and found common cause.

    For the Glory of Rome and the Western Reach.

    I affirm before Jupiter, that I, Raginwald Artor have been asked to lead the Reach by its citizens and I have agreed.

    To some, I am a servant, others a soldier, a few call me friend, and many have called me enemy; to the Reach, I am Bellum Dominum - Warmaster.

    And so, I declare to the Realm the following:

    **Be it known that on the 27th Day of May, in the year of the gods 1063, that, I, Raginwald Artor hereby acknowledge the urging of my citizens and my allies and formally declare myself Bellum Dominum of Western Reach, ad infinitum**

    Etiam, I also have the privilege of commanding the First Legion, Aurelian, which has, after 12 years of fighting as the Legio Sanctus, embraced its origins as the descendants of Legionaries who fought at the arm of  Marcus Aurelius Antoninus Augustus so many centuries ago.

    Scitote - I washed on to these shores in the year 1050, exiled from Rome and plagued by visions of bloodshed and conquest, I was a Legate Legionis, Legion Master of the First Legion, but I was just Raginwald when I dragged myself to my feet on this island.  Since that very moment, I have been enslaved, wrenched my freedom from tyrants, overthrown and burned a Baroness to ash, I have faced down corrupt gods and slayed them for their perfidy. I survived this island's Armageddon in 1051, rising out of the ashes to construct my Castrum Legio on the slopes of the Northwest Mountain.  I have routed murdering armies that sought to subjugate the Reach, I have driven enemy formations into the sea, crushed them under the hooves of my destrier.  I have trained and led the armies of the Reach in two island burning wars and innumerable conflicts, skirmishes and fights.  I have been covered in blood for almost fourteen years.  I have had to kill many people, and I've fallen to darkness because of it.  I have also risen, purified through pain and renewed.  Through this purification I have returned to the Reach, and to its people, and I will expend what life I have left in its defense, and for its everlasting glory. 

    If you choose to settle within the Reach, I swear to you before Mars:

    • To provide sanctuary to all lost souls, and those who are the victims of tyranny and treachery.
    • To fight on behalf of those that cannot defend themselves in the Reach
    • To ruthlessly annihilate those that threaten the freedom of the Reach
    • To loyally support our allies and those we share common cause with, in the Reach and beyond.
    • To build a united Reach, where all are free and welcome to trade, live and grow.

    If you choose to settle within the Reach, then before Minerva I expect the following from you:

    • Adopt my pledges as your own.  Do what is right for the people of the Reach
    • Take care of yourself - become a member of the Reach, you are not a vassal to it. 
    • Defend yourself - the lands of this island are violent, and they are unforgiving.  If you settle in the Reach, I expect you to be able to fight.
    • Keep the peace - treat all members of the Reach and its allies with respect.
    • Swear before Jupiter to fight at my side - when I sound the Horn of the Reach, I expect you to take up arms and fight to defend our homes - as I will fight and die to defend you.
    • Stand alongside me - I need your strength, not your submission - be proud, be bold, be a person of integrity.
    • Be virtuous, be noble, and be rough around the edges.
    • Become strong. 
    • Learn - from each other, from our enemies, from your mistakes, and from me.

    To Allies of the Reach, I affirm the following:

    • The Legionaries of the Reach will fight and die by your side. Period.

    To the peoples and Kingdoms of the Island, I confirm the following:

    • Our borders are open and anything under, on, or over the ground is available for use, in good faith under the eyes of Vulcan, Poseidon and Dionysus.
    • Trade is unrestricted in the Reach, come and prosper with us.
    • Our Roads are strong, in the finest traditions of Rome, use them to your benefit.

    To those that would do the people of Western Reach harm, I promise you the following:

    • Any unprovoked hostile action against Reach citizens, within the Reach, will be responded to in a blindingly violent fashion.
    • Any attempted subversion, deception, or scheming will be ignored, and the instigating parties burned to ash.
    • Any attempt to divide the Reach, will be viewed in the same vein as an act of war.
    • Respect, diplomacy and quarter will be quid pro quo for the same granted to The Reach.

    Finally, the soldiers in the Reach will be held to to the ancient Sacramentum of Rome, and we will die to uphold it.

    Iurant autem milites omnia se strenue facturos quae praeceperit bellum dominium, numquam deserturos militiam nec mortem recusaturos pro Reach Romana!

    Sincerely,

    Raginwald Artor

    Bellum Dominum of Western Reach

    Gloria Romana Vincit Omnia

     

  8. WILDLANDS - RESOURCE NODE TWO - MINE

    TIER - 3

    OWNER - Praetorian Guard

    STATUS - uncontested

    RESOURCE DEPOSIT LOG

    1. 22 Jul 18 - Completed (39 Gold Ingots)
    2. 29 Jul 18 - Completed (39 Gold Ingots)
    3. 05 Aug 18 - FAILED (Mine Collapsed)
    4. 19 Aug 2018 - completed (79 Gold Ingots) - Double Load

    The hardy peoples of Wildlands celebrated for days when they first struck gold near the edges of the oozing swamp in 1050.  The gold rush that resulted caused massive expansion in the otherwise undesirable location.  Euphoria turned to greed, which rotted to envy and flared to bloodshed, and the Wildlands was ravaged by conflict and the mine largely forgotten in the chaos. 

    These days, for those that can keep it open, the mine provides a modest influx of precious metals, enough to supply even a moderately sized group - provided they can hold it from rivals.

    DETAILS

    • This Node is located in WILDLANDS - and contributes towards control of that region.
      • Good luck finding and securing it!
    • Every week (check the calendar) - this mine produces precious metals (gold, silver and maybe gems!)
      • The type of resource that is produced may change, who knows what miners will uncover!
      • Tier 1 - 50,000 coins in value
      • Tier 2 - 75,000 coins in value
      • Tier 3 - 100,000 coins in value
    • The Mine degrades over time, be sure to keep it open and reinforced,
      • If the mine collapses, the miners WILL NOT be able to produce any resources!
    • Place a private monument over the gate way to "capture" the node.
      • the monument MUST NOT be larger than 4x4

    Good luck!

    Rex

  9. WILDLANDS - RESOURCE NODE ONE - DOCKS

    TIER - 2

    OWNER - The Den

    STATUS - Uncontested

    RESOURCE DEPOSIT LOG

    1. 22 Jul 18 - Completed (333 Hanks of Linen, 357 Small Repair Kits)
    2. 29 Jul 18 - Completed (214 Flux)
    3. 05 Aug 2018 - Completed (50,000 coins)
    4. 19 Aug 2018 - FAILED (Lamp-Posts Destroyed)

    The dock was the only thing keeping our settlement going.  Its weekly supply runs provided all the essentials, and if the merchants had a particularly lucrative run, they would bring specialties from across the ocean!  The townsfolk would flock to the docks at the sight of sails, eager to see what they had.  That all changed with the raiders.  The Villagers gathered for the sails as usual, but instead of riches and good it was blades and blood.  The settlement was annihilated and the docks destroyed.  Merchant vessels stopped coming, and the people moved on. 

    Today, the remnants of the docks are ripe for rebuilding, and the lamp-posts a first stab at re-igniting trade.  Should they continue to provide a guiding light, any claim that can keep them lit will reap the benefits of regular shipments.

    DETAILS

    • This Node is located in WILDLANDS - and contributes towards control of that region.
      • Good luck finding and securing it!
    • Every week (check the calendar) - this dock produces assorted supplies (literally could be anything!)
      • The type of resource that is produced may change, who knows what merchant vessels will deliver!
      • Tier 1 - 25,000 coins in value
      • Tier 2 - 50,000 coins in value
      • Tier 3 - 75,000 coins in value
    • Merchant Vessels will only deliver shipments if they can find the docks!
      • If BOTH of the lamp posts on either side of the dock are destroyed, the merchants WILL NOT deliver supplies.
    • Place "requests" for the merchant vessels!
      • Each Sunday - the GM will check the warehouse at each dock.  If there are any items in the warehouse, there is a chance that the merchant vessels will being similar themed items at their next visit!
    • Place a private monument over the gate way to "capture" the node.
      • the monument MUST NOT be larger than 4x4

    Good luck!

    Rex

  10. SCENARIO

    The Darkness had been dealt a solid blow.  A unity of valiant crusaders had pushed the witches from their foul graveyard, driving them back to the mountain, and delaying the manifestation of the Dark Father.  But evil will not be halted, it will not be denied - and the indomitable will of the Dark Father would not be denied.  Foul energies curled around the Witch Outpost on the Mountain, and the Witches themselves walked the country-side once more - killing any who strayed into their path....or drew their attention.  But, they had been dealt a blow, some of the dark harlots had been cut down.  If there was ever an opportunity to penetrate the mountain stronghold and face the Dark Father....now was the time to strike!

    DETAILS

    1. This Event will occur at 8pm EASTERN on 14 JUL 2018.
    2. ALL OF THE DETAILS ARE THE SAME AS THE ORIGINAL WITCH SIEGE with the following exceptions:
      • SHOULD THE SIEGE FAIL - the witches will be buoyed with power, and there is the potential that the Dark Father will be able to manifest in physical form within the realm (this is a bad thing...)
        • The Dark Father is a magnitude of evil far beyond the witches.  THE ONLY DEFENSE IS TO HAVE AN ACTIVE SHRINE BURNING IN YOUR CLAIM (fueled by god's favor).  MARBLE IS USELESS AGAINST THE DARK FATHER. 
        • If the Dark Father is present during a raid - the witches accompanying him will be immune to Marble as well, and will be able to pass across it.

    CLOSE

    Good hunting, and please toss us feedback!

  11. The Soul Taker screamed wordlessly as he was wrenched out of his sweat-soaked slumber. 

    He slept a lot these days, writhing in silent agony within his empty, dark halls, desperately trying to resist the pull of the dark power within the Mountain.  He rarely took his armor off, and he knew he was slowly fading away into a dark wraith.  A shadow of what he had once been.  The witches dominated his will at all hours, sometimes delighting in leaving him to scream into the dark, and others maniacally compelling him to ride through the night for victims to cull.  He welcomed it, even as his soul battered at its cage, decrying his corruption and desperately trying to force him back one the path to lucidity.

    Something felt different now.  There was a frenzy to this Witches call that he had not felt before, and he was stumbling out of his halls and saddling Sleipnir who snorted with annoyance. 

    "We must go, now." he chided the destrier, and jumped into the saddle while spurring him to a gallop out of the gates.

    The furious siren song echoed around his head, blindingly stabbing into his consciousness and driving him to spur Sleipnir recklessly.   He was drawn to the East, passed McClure lake and South East beneath Trouble Peak.  He felt a malevolent presence settled on him as he rode, pinning him to his saddle with a sense of deep despair.

    In the distance, as he pounded down the path he could hear the commotion of a battle.  The keening of ungodly voices mixed with the shouted orders of men, and the unmistakable sounds of steel clashing against metal, and the resulting screams.  As he rode, flashes of insight pounded his perception, images of wickedly curved swords puncturing bodies coated in a multitude of heraldries.  These images swapped to those of the witches, their unholy swelled bodies flitting around the battle-field and cutting men and women down.  He was assailed by a bouquet of odours, from corpse gas, to dead vegetation, oozy sludge and the coppery tang of blood and the spike of spilt bowels. 

    Sleipnir shied away from him, almost unsaddling him as he twisted in the grip of these dark visions.  The urgency crushing his mind increased, and he was just clearing the forest when a blast of unseen energy hurled him from Sleipnir's back - tossing the massive warhorse like a leaf and pounding him into the ground. 

    The Soul Taker hit the ground and lay still, broken - Sleipnir was crumbled in an ungainly heap, unmoving. 

    He twitched - crawling to his knees and making his way over to his downed warhorse.  His vision was overcome with the viewpoint of a witch, surrounded by cursing fighters who butchered her atop her own grave.  She screamed at them, even as they sawed her head from her neck. 

    He vomited explosively, and dropped to his knees gasping for breath through shattered ribs. 

    His vision switched, another witch's viewpoint spinning as she leapt from atop a structure into the midst of the men butchering her sister.  She hewed the first of them into body parts, and ran a second one through as if he was made of paper.  The vision jarred wildly and the witch looked down to see a great flat blade protruding from her sternum.  Dark light spider-webbed out from the blade wound, and her image exploded as she was banished back to the mountain.  As the image exploded, another wave of energy grabbed the Soul Taker and threw him back towards the forest, he impacted against a great oak badly and felt one of his legs shatter as he wrapped the wrong away around the trunk.  He landed hard on his broken leg and crumpled immediately, passing out briefly from the excruciating pain. 

    He came to moments later, screaming loudly now as he pin-wheeled through the air again, both arms splintering against trees as he cannoned through them before being stopped by a jutting rock face that broke his nose and his other leg as he smashed into it with the force of a hurricane.

    The after-images of another witch death drowned his dimming vision in red, this one being cut down savagely even as she fought weaponless, dark energy coiling around her eyes as she slew a half-dozen more men.

    The Soul Take knew he was dying, his arms and legs were shattered messily, his skull was fractured and he knew his lungs were punctured with splinters from his crushed rib-cage.  Still, he was compelled to try to reach his dark queen.  He rolled onto his stomach, willing himself to grind his broken arms forward to try and pull himself towards the echoes of fighting. 

    The pressure in his head detonated with the force of a volcano and he was picked up as if made of air and flung up and over the small hillock that had broken his skull.  He had a final image of the witch-queen, on her knees and stripped of weapons and armor as the fighters summarily dismembered her and took her head. 

    The weightlessness he experienced decreased the flaming agony of his wounds momentarily before he was crushed back into the ground, what was left of his spine ground sickeningly against his pelvis and he knew even if he had the will to move, he would be paralyzed. 

    He was on his back, in a cool, green glade filled with quiet peace and a soothing wind.  He lay there, looking up into a suddenly clear blue sky and knew he was about to die.

    In that realization, with his world nothing but a cycle of pain and resignation, he knew that the hold the witches had over him was gone. 

    The realm had bested them, someone had led them, unified them into a single entity and struck a blow against the chaos and evil.

    In doing so, they had shattered the spell on him, and in his clearing mind he knew that even at the end, he would die as Raginwald Artor, not the murderous Soul Taker.

    He smiled through his savaged lips, he had wanted the realm to be strong, and it was on the right path.

    The Soul Taker was not required, so in some respects it was good that he was going to die - at peace at last.

    Someone else could take up the mantle of leadership, new leaders, new possibilities and new potential.

    None of that mattered to him now, he was finished and he was ready to die.  The People of this realm now knew that the Witches could be beaten, hope could now be kindled from an ember to flame, and from a flame to an inferno that would burn clean the corruption in the land. 

    He hoped there was an afterlife so he could see it, and he smiled more broadly, remembering the golden days of the Two Kings when he and Vivenji had stood and fought back to back against hordes of enemies. 

    He had longed to keep that golden age forever, but he had seen nothing but emptiness and blood if that peace had turned to stagnation.

    It mattered little now, that time was gone, and a new age, with new people was being forged. 

    A shadow passed over his vision, blotting out the clear blue sky....Sleipnir, his loyal mount and friend had come to be with him as he died.

    The horse lay down next to him, putting pressure on his crushed body that he could no longer feel. 

    He always thought he would die violently, surrounded by enemies and denying them to the last, but he felt he'd take this peaceful, blessedly quiet death.

    He sighed deeply, and let his eyes close one last time.

    Sleipnir looked down on him, pushing at his still body with his muzzle.  When Raginwald didn't stir, Sleipnir got to this feet threw back his head and neighed despairingly into the quiet glade.

    The sound echoed off the surrounding hillside plaintively, Sleipnir stamped his feed annoyingly, as if he could provoke a response in the slumped form of Raginwald.

    He never left the side of the body as the day faded to dusk, and eventually lay down next to his master once more, putting his head to his side and falling asleep.

    The quiet reigned in the clearing, until a solitary figure exited the forest in the gloom, garbed completely in white with a faint golden glow suffusing his form.

    The figure made his way to the slumbering horse and fallen figure, before kneeling  next to both and laying his hands on them. 

    The figure chanted, low in his throat, and the faint glow built in intensity until a dome of white energy encased the three of them. 

    From a distance, the glow was visible, crackling with ever increasing electricity until in a thunder crack of light it exploded out into the night and faded.

    Back in the clearing, as the dissipating light faded, the three figures had vanished.

     

  12. SCENARIO

    The fetid bog of the swamp bubbled with corpse gas.  It burped into the air obscenely, wreathing the vegetation with an eerie smoke, shaded sick greens and yellows by the flames flickering around the unholy grave-yard.  Unnatural shadows concentrated at specific points, a demonic pyre at the center of each, pregnant with malevolent purpose.  The dark coven of demon sisters stalked through the graves, touching extinguished censors and ritual fires to ignite them.  With each grave lit, a new spectral humidity settled over the grave-yard, bouying the power of the witches even further.

    The Witch-Queen surveyed the work, a cold smile parting her bleeding lips and revealing her wretched black teeth, all filed to points. 

    This dull-witted realm continued to stumble determinedly to damnation.  They fought among themselves, preyed on each other like desperate animals or cowered behind their shrines and marble wards.  Soon only one of those would be effective, she mused.

    She watched her sisters prepare the offerings that, if burned for the pre-ordained amount of time, would render the witches immune to the marble wards.  With so few active shrines in the land - her Sisters would reap a dark harvest of souls, and the Dark Father would walk the land in a tide of blood.

    She glanced back up to their mountain fortress, and something seemed to glance back at her..she involuntarily shuddered.

    The Witch Queen turned back to her ritual site

    "Ave DOMINUS NOX!"

    DETAILS

    1. Stop the rite! The Witches, swelled with unholy power, are attempting to complete an arcane rite in a dingy swamp that will render RAW MARBLE INERT.
    2. The Marble, it does nothing! As the pyres are burning the marble in order to render it useless, ANY MARBLE WITHIN SIGHT OF THE RITUAL AREA WILL NOT AFFECT THE WITCHES.
    3. Choose a side! Players may defend the witches or attack them.
    4. Lucrative! Loot is available for whichever side you choose to back.
      • DEFENDING THE WITCHES - will give you rewards of Dark God's Favor, as well other heaps of rewards, and bounty per Attacker head.
      • ATTACKING THE WITCHES - will give you God's Favor per dead witch, as well as rewards for each Witch head, Defender Head, as well as the loot held on the Witch Bodies themselves.
    5. There will be more blood! This will be a full PVP event, siege equipment is permitted.
    6. They'll never stop coming! The Witches will continue re-spawning as long as the floor lamps remain lit on the graves at the event site (in the swamp)
    7. The stroke of 8!  This event will begin at 8PM EASTERN, 06 JUL 18.
    8. Game over Man! If this ritual is not stopped, MARBLE WILL BE USELESS AGAINST THE WITCHES ANYWHERE ON THE MAP.
      • it will provide no defense against the witches, period.

    SEQUENCE

    1. At 8PM EASTERN - the witches will begin their "RITE", this will consist of lighting 4 "pyres" within the event site.
    2. The 4 "Pyres" will burn for 60 minutes from the time they are lit (duration of a signal fire). 
    3. To STOP THE RITUAL, players must DESTROY ALL 4 PYRES (structures and signal fire).
    4. To PROTECT THE RITUAL, players must DEFEND ALL 4 PYRES.
      •  Pyres must survive for 60 Minutes.
    5. At the end of 60 minutes, if any PYRES are still present, the RITE will have succeeded.

    CLOSE

    Good hunting to everyone, remember, the Dark Father is still amassing power underneath the Dark Mountain - so if the players are unable or unwilling to stop them, things will only get worse!

    *chuckle

    Rex

     

  13. NOTICE - Gird yourself in the Armor of Contempt - The Ritual is completed!

    Effective as of 0750 EST, 01 JUL 2018

    SCENARIO

    The warrior's eyes were glassy.  The Witch cradled his limp body like a grieving mother, stroking his face tenderly amidst the blood spattered floor to the Prison entrance.  Bodies lay like a mutilated carpet, while grim-faced warriors stood in shadow around the Witch - bearing witness to this last warrior's final moments.  The Witch-Queen traced her fingers down to the warrior's cuirass, slowly forming her hand into a knife-edge.  Shadow coalesced around her palm and she slowly slid her hand INTO his chest cavity.  The Warrior screamed wordlessly as the Witch pried his shrieking soul from his body.  She sucked in the corpse energy greedily, her eyes flaring maniacally as she sighed with pleasure.  She stood, letting the body slump and regarded the bloodied murderers callously. 

    Without a word, she nodded to the piles of riches at the back of the outpost - payment for services rendered.  The warriors hesitated, eyeing each other as ruthlessly as they regarded her with fear.  

    "Go, claim your bounty before we change our minds." The Warriors paused briefly before rushing the piles of money and filling every pocket, back-pack and saddle bag they could.

    The Witch-Queen left them to their greed - she would be ripping them apart soon enough, so they could enjoy their spoils for what little time they had left. Her Sisters waited for her in the Darkness, a need for blood pulsing off them in waves of rage and dark energy. 

    The ritual had succeeded, her coven could take physical form and rend these cattle limb from limb.  The Dark Father could not leave the Mountain depths yet - but her Sisters could now do his will within the embrace of darkness. 

    The dull-eyed peasants of this realm were learning, though they expressed that education in betrayal and wanton violence, fighting each other like children when the real threat matured around them.

    She considered that the only things that could delay their blood-letting was the tedious shrines burning with holy fire and the thrice-damned marble dust from this very mountain.  She knew that the hubris and ignorance of the mortals in this realm meant that the probability of those defenses being erected was slim.

    One of her mortal thralls had said something as she broke his will

    "The Night is Dark and Full of Terrors"

    and so it would be.

    DETAILS

    The Ritual has been completed, the Witches are able to take physical form and none are safe. 

    The features below are what you can expect to occur UNTIL the next attempt at breaking into the Mountain Prison (Tentatively next weekend)

    1. Deliver us from evil - Shrines (see above post) fueled with God's Favor will prevent witches from entering a claim boundary [each god's favor is good for RL Day of protection - GMs remove 1 each day].
      • The Shrines must be clearly visible and marked by LIT SIGNAL FIRES (yes, you will need to replace them each night cycle)
    2. Evil walks at night - Witches can take physical form ANYWHERE between 1800-0200 LIVE-MAP TIME.
    3. There will be blood - The Witches are engorged on the souls taken during the failed siege and subsequent violence, they will be using live weapons - so if you are caught out in the open, or have no protection - YOU MAY DIE.
    4. Stay in the Light - The Witches may roam freely throughout the map, with the following exceptions:
      1. The Witches MAY NOT enter a claim boundary protected by an active shrine (see above post for details)
      2. The Witches MAT NOT cross into an area enclosed with raw marble (must be completely enclosed)
        • The Marble acts as a barrier to all forms of violence the witches can perform (except their creepy voices)
          • no melee effects
          • no ranged effects
          • no siege effects
    5. The Witching Hour is upon us - The Witches may only attack 1 CLAIM EACH NIGHT CYCLE (pray to your gods that you are not chosen).
      • How it Works:
        1. RP text will be put in global chat (or RCON) - it will indicate that the WItches are out and active.
        2. 1 Vulnerable claim (no ACTIVE Shrine) will be chosen, and the witches will conduct a raid
        3. The raid can happen anytime between 1800-0200 according to the time shown on the live-map.
        4. The witches will be naked BUT WILL BE CARRYING LIVE WEAPONS - and WILL KILL PLAYERS (if they can)
        5. The Witches WILL BE VULNERABLE, and if they are killed they will drop their weapons and "God's Favor".
    6. The Night is Dark and Full of Terrors - In addition to the one CLAIM ATTACK PER NIGHT CYCLE - the witches will roam the realm for the entire period:
      • If you are out in the open (less the trader district) - the witches may appear to you and may attack you depending on how you interact with them (good luck)
      • The ONLY DEFENSE WHILE OFF YOUR CLAIM is to encircle yourself with raw marble (3x3 boundary = 1 protected tile)
    7. Pray We Don't Alter the Deal Further - The Witches are treacherous and fickle, and though they grudgingly will honor their bargain with their dark disciples, their lust for blood and fear will  eventually take over:
      • The Witches will visit each claim that fought alongside them during the siege. They will provide a gift of "Dark God's Favor" that can be used to fuel a dark Shrine and protect the claim from attack.  Each favor lasts 1 NIGHT CYCLE and when it runs out - so to does the Witches patience. 
      • The Witches judged the performance of their mortal thralls, and should they encounter them outside the claim (or if the claim runs out of dark god's favor) - the disciples continued worship and dark behavior will directly affect how violent the witches become.
        • To continue to be considered "worthy" of the WItch's approval:
          1. The claim must continue to provide fresh heads/souls to the Witches for sacrifice
          2. The claim must continue to spread the dark gospel, sowing terror and violence in the name of the Dark Father.

    CLOSE

    Stay tuned for the scheduling of another attempt to breach the mountain outpost - the Dark Father must be stopped!

    Feedback appreciated and needed - let us know what you like and don't like.  Get involved!

    Cheers,

    Rex

  14. The land is covered in darkness.  The ancient evil has awoken under Trouble Peak, and its hellish brides sweep the island in a tide of fear, pain and death.  The Soul Taker had known it was only a matter of time before that malevolence settled upon him.  He had hoped to avert this but he had failed and his worst fears had come to pass.

    The Realm had no strength, no leadership, no spine.  He had tried to get whatever passed for warriors in this realm to understand, he had cleaved a bloody swathe through the population, trying desperately to convince people that strength was the only way to keep the darkness at bay.  He had failed.

    There was a moment, when old enemies landed on the shores, and minor skirmishing had begun that the Soul Taker could almost see a solution.  But the flickering of strength guttered out, the enemies, pathetic Renegades, skulked off in the night after finding that even their mediocre skill was not sufficient to deal with the settlements in the land.

    What a farce - disappointment after failure after waste of time, and now because of it - The Great Mortality rose from the bowels of the mountain.

    It had claimed him. 

    He had been sitting alone in his dark hall, brooding over the inability of the claims in this land to do anything resembling leadership when she had appeared.

    A bloody, savaged old hag with a gleaming hazy sword and a rasping ungodly voice.

    He had sighed with dark humour and regarded her.

    He could hear the screaming echoing up to his fortress, demonic voices - shadowy figures and curses of the ignorant.  He knew that some had tried to fight them, tried to disrupt the evil but had only fuelled it with their incompetence. 

    Years of neglecting martial training had left the realm clothed to fight, but incapable of doing so effectively.  Even the ones that loosely understood sparring, had no concept of waging war.

    Even the most accomplished of the duellers were nothing more than cannon fodder for warriors forged in the crucible of real conflict.  He silently cursed his own idiocy in believing any of them had the stomach for a real fight.

    The hag broke him from his brooding.

    "You are the Taker of Souls" - her voice was a combination of a death wheeze, corpse flies and gurgling phlegm.

    He nodded, and he could feel the power of her voice penetrating his mind.  He didn't fight.

    "You will harvest souls for my sisters and I, you will be our executioner or you will be damned and devoured."

    He smiled ruefully and finally spoke.

    "I am already damned, I am a King that led his Kingdom into ineptitude, I let my own strength of will overshadow the weakness of these people, and now they are nothing but cattle for your harvest, I failed them long ago by allowing them to hide behind my strength."

    The hell-mistress nodded, "Your failures are absolute, but I offer you redemption of a sort - I offer you the chance to purge this realm of its weakness, burn it in the fires of dark revelation and wipe the stain of your shame from this land."

    "I offer to free you of the burden of responsibility, I will claim you as my Dark Reaper, you cannot resist me anyway and you will no longer be riven by indecision or angst over what you know needs to be done to truly save this land."

    The Soul Taker slumped in his throne, visions of a fire and rivers of blood creeping around the edges of his vision. 

    He was a Saint once, Lord of the Northwest and Commander of the Legio Sanctus.  He road at the head of an army, and annihilated evil, hate and fear wherever he went.  He had been Raginwald Artor, King of the North and defender of its peoples - the butcher of Hillguard, the Bane of Tyrants and the God Slayer.  He had routed armies for 15 years, crushed criminals, deceivers and malcontents.  He had created prosperity in his lands and spread the wealth to all that settled within his borders.  He had been the shield in the darkness, the aegis against the very power now standing in front of him. 

    He had been a fool. 

    He cared not for his own soul, that had been shattered when he realized how far the realm had fallen, and how vulnerable it was through its own peaceful existence.

    He cared only for the deep shame of his failure to be wiped clean - he cared only that out of the ashes of this plague, perhaps there was a chance that someone would lead, someone would rise.

    He would be a catalyst for that change....

    And that was it, that was the crack in his spirit that let the evil in.  He felt his resistance evaporate, drowned under a tidal wave of guilt and grief over being unable to convince these people that they needed to defend themselves.

    The Witches took control of that need, they mutilated it, warped it and turned into an all consuming desire to correct his error.

    They corrupted him, and whatever was left of the noble King, the stalwart warrior and defender was banished to the depths of what was left of his soul.

    As the last vestiges of his free will crumbled, he surged with one last hope.

    "If the people of this land can fight this evil, if they can come together and deny the darkness, if they can obliterate the dark presence, then they will have saved me - if they fight, then they can purge me of this corruption, and I can once again fight alongside these people, and know that they are strong."

    That thought flashed and receded, and all that was left was a need to kill, a need to punish the weak and be drowned in blood.

    The old hag touched his forehead, smiled.

    "Welcome Soul Taker, be unburdened at last, begin your harvest in our name."

    The Soul Taker stood from his throne and stepped forward.  Gone was the indecision, gone was the guilt - all that remained was a cold indifference.  Ruthless calculation and merciless wrath.

    He drew his sword and dropped to his knees, laying the sword at the plague witch's feet.

    "I swear this oath of moment to you, my Dark Queen."

    "The Soul Taker I will be, for thee my Queen, for thee.  Power hath descended forth from thy hand, that my sword may swiftly carry out thy command.  So I shall flow a river forth to thee, and teeming with souls shall it ever be."

    "The Night is Dark, and I am the Terror within it."

    "I am the Soul Taker, now and forever."

    The Bloody Witch arched her back to receive his pledge, her arms outstretched as a dark lance of energy slammed from her to the Soul Taker.

    It wreathed his arms and armor, coiling in and out of his body and wracking him with electricity.  It infused his sword, his body and his soul - it marked him as their instrument, it branded him as one of the fallen.

    He screamed, the witch howled with pleasure.

    The energy dissipated, The Soul Taker slumped forward, clutching at the skirts of the Witch.

    She cradled his head, raising his chin so she could look with black-pinned eyes at his scarred face.

    She whispered one word before dissolving into smoke.

    "Begin"

    The Soul Taker was left grasping the fading wisps of corpse smoke and in its wake his eyes hardened to black pits of hate.

    He stood, recovering his sword and turned towards the gates of his fortress, the echoing screams of the populace drawing him out into the night, and damnation.

     

     

     

  15. NOTICE - PROTECT YOURSELF FROM EVIL - WARDING AGAINST WITCHES

    SCENARIO

    The shrieking of the damned witches cut the night air, the sobbing of townsfolk a bitter counter point.  The family was huddled near their fire, praying to whatever god would listen to them.  The witches coalesced, cackling malevolently, their distorted voices both male and female and....something else.  They sauntered nonchalantly towards the terrified townsfolk, their weapons shimmering in the haze.  Their mouths opened impossible wide, their voices distorted even more horrifyingly and they leapt at their victims. 

    A flat bang exploded as the witches were hurled away from a suddenly shimmering wall of white and golden light.   The family blinked their eyes to clarity, only to see that they were now encased in a shimmering field of soft golden light, a dome of holy energy an aegis against the darkness.

    Walking towards them, hand outstretched and prayer shouted at the night, was a priest.

    "GO back to the shadow, you foul brides of the devil.  I have girded myself in the armor of contempt, and I deny you with the favor of the gods!"

    With that he produced a silver gold relic, that immediately swelled with a beautiful silver/gold light.

    The witches, to this point writhing on the ground in agony, screamed despairingly and cursed the priest obscenely.

    "In nomini patri, et fili, et spiritus sancti...amor vincit omnia"

    As the prayer finished - the relic pulsed out energy, blinding the family and obscuring the priest, the witches and the surrounding area.

    When the flash cleared - the witches were gone and the Priest was pouring the crushed remnants of the relic onto the ground.

    He padded over to the family, extending a hand to the father and smiling grimly.

    "Shall we negotiate a price for the favor of god?"

    The Father nodded, and reached for his coin purse.

    DETAILS

    As the scourge of the Great Mortality savages the land, new knowledge and new defenses are available.  Within the chaos, savants, clerics and priests have arrived in the night, bearing knowledge and wards to assist the people of the realm in their battles.

    1. Witch Wards - keep the brides of the Dark Father from taking physical form WITHIN your claim boundary.
      • Build a shrine on your claim (the more extravagant the better, must include a trophy head, storage for god's favor, and be marked by signal fires)
      • Fill the shrine with "God's Favor" - this is a new item available ONLY from our new NPC, whose name will be either "Father - " or, "Sister - "
      • Each God's Favor will last FOR THE DURATION OF 1 NIGHT CYCLE:
        • The GM's will check the shrine before they attack as witches, if there is god's favor, they will remove one and not attack
        • Witches will only attack each claim ONCE per RL Day.
      • Price - Each God's Favor will cost 1 gold piece (10,000 copper coins)
      • Marble Dust - The Witches cannot stand Marble, it is pure and veined with holy materials.  Encircle an area in raw marble and the witches will NOT BE ABLE TO set foot within its boundaries.

    CLOSE

    Hopefully this provides some options for players and a bit more flexibility.

    Feedback appreciated.

     

    Rex

  16. DISCLAIMER - HARD MODE EVENT

    A few points on this event for clarification - so you know what you are getting into:

    1. This event will be incredibly difficult (if we have done our work correctly).
    2. Be prepared to die screaming trying to breach the Prison Entrance.
    3. This event is not designed for the faint of heart - it is designed to be a challenge for those players/groups/coalitions - that want to test their mettle.
    4. The event is equally lucrative if players join the witches, or fight against them.
    5. If this ritual is successful, if players are unable to breach the walls - the witches will conduct night-time raids with greater frequency.  They are only able to knock players out currently, but if they grow in strength there will be blood spilled.
  17. SCENARIO

    The Great Mortality had come to the realm.  A death so black it painted everything in its dark filth.  Its avatars were withered crones, descended from the tallest peak on a wind of pestilence and horror.  Their whispers invaded dreams, their horrid faces lurking in shadows and bringing terror to those that interested them.  A great tension was building, like a cloud of despair and violence. 

    The crones, ancient witch beings from before the great sundering placed terrible ultimatums on warriors in the lands, forcing them to kill or be damned.  Some resisted, some could not.  Dreams of a dark void in the depths of Trouble Peak Mountain chilled the bones of sleeping peasants, and unsettled lords in their halls.  Warriors clutched their weapons at night, and huddled closer to their fires.   All offered prayer to the old gods, desperate for their protection.

    It wasn't enough, the witches appeared with greater frequency, forcing lords to make desperate forays to the summit of Trouble Peak, and the ancient dungeon contained within it.  They were driven back by the witches, or flensed of their souls to fuel the dark ritual.  Every soul lost in these fool-hardy attempts granted greater power to the witches, freeing more of their sisters and allowing them greater freedom in the world of the living.  

    The only solution was to breach the prison's walls, and descend into the depths of the prison system, purging the heretical occupants and annihilating the dark presence contained within.  

    The dark brides of that presence needed merely to buy time - guarding the entrance to the prison with a gleaming relic sword.

    The sword was a weapon of unholy strength when wielded by the dark mistresses of the demonic presence within the mountain.  Myth and legend suggested that if cut from the dead hand of the undead harlot wielding it, it would weaken the unholy magick of the wards guarding the prison depths and render it vulnerable to breaching.

    The whispers of these brides of the damned had infected warriors of the realm, some good men with no choice, others damaged and susceptible.  Still others, saw in the rise of evil a chance at true power.  These warriors would stand with the damned, and be counted amongst its legion.

    If a sufficiently courageous raiding party could breach the prison walls, murder the wretched guardians, living and dead, and secure the sword - they would have a chance to enter the dungeon and face the evil within.

    But - first things first - they had to breach the prison, they had to face the lesser witches and human warriors guarding its entrance, and they had to secure the gleaming damned sword to enter the depths of the mountain.

    The pyres of the witch graves flickered at the Mountain's peaks, and the voices of the dead sisters of the night could be heard winding throughout the lands....whispering of a dark father.

    SEQUENCE

    1. At 8pm Eastern on Saturday 30 JUN 2018 the ritual site will be vulnerable.
    2. Players will then either attack and/or defend the prison entrance.
    3. There are two ways to "WIN" the scenario:
      1. Should a group of players successfully breach the walls of the Prison, kill the defenders, and secure the site, they may acquire the "relic key" to open up the prison. 
        • If the prison is breached:
          • The witches ritual will have suffered a setback and the
          • Witches will lose their power and be temporarily unable to plague the realm.
      2. Should the defenders successfully repel the attackers:
        • The ritual will continue building in power. 
        • The defenders will be bestowed dark gifts from the witches,
        • Be spared their attentions, and
        • Acquire immunity from the increased lethality of the witches as the plague nears release.
    4. This is the first part of a two part mission to stop the ritual and end the witch attacks and ethereal goings-on in the realm.
      • If the declared leader of the victorious party also loots the relic weapon carried by one of the witches, and retains it in their possession (verified by GMs remotely) they will then be eligible to attempt the 2nd part of the dungeon with a select group of fellow adventurers.  THIS WILL BE CAPTURED IN A SEPARATE EVENT POST (if players can WIN this first part) and conducted at a time convenient to the party that holds the key.

    DETAILS

    1. The event will begin at 8pm EASTERN on Saturday 30 JUN 2018.
    2. This will be a siege event, siege equipment is permitted (and necessary) to breach the walls of the prison.
    3. This event will be full PVP - players must be prepared to die during the course of the event (it will not be easy).
    4. The full range of defenses will be utilized by the defenders, siege equipment, traps, etc. 
    5. This will be the first of a two part event.
    6. Rewards will be in two forms:
      • IF ATTACKING THE WITCHES - loot will be on the bodies of witches and secreted around the prison entrance.  Witch and Defender Heads will also be worth a reward.  The relic weapon will drop off of one of the witches if killed by a player.
      • IF DEFENDING THE WITCHES - loot will be granted in the form of dark gifts provided to the successful defenders, as well as a reward per Attacker head acquired.
    7. IMPORTANT - there is a specific weapon that MUST BE LOOTED to unlock the 2nd part of the event. 
      • This will be in the form of an exceptionally crafted weapon, named for the witch that crafted it.  If this is not acquired, then entry into the 2nd part of the event site (at a later date) will not be possible.
    8. IMPORTANT - if this ritual is NOT STOPPED successfully then the witches will continue to grow in power, and if the ritual is completed the sisters of hell will be free to roam the land, phasing in and out of walls, and harvesting the souls of the unworthy at whim in a dark tide of horror.

    ADDITIONAL POINTS

    1. Witches in the Realm
      • You have likely seen bloodied maidens walking around your realm, and eerie voices coming out of the shadows - these are the spirits of witches about to rise from the grave.
        • They are unable to take corporeal form yet so can do nothing other than cause terror, open/close doors, turn on/off lights, and activate/deactivate crafting stations
        • The witches are only able to leave their compound at night time.
        • At this point they can only kill players if you approach their ritual site//prison entrance.
        • The witches have grown in power due to players attacking the ritual site and losing members to witch blades.  Their souls have fueled the ritual.  As such, the Witches can now attack players at night in their claims, though they are only able to knock them unconscious at this time.
        • They may approach players and offer them tasks/threaten them  - feel free to take advantage of these if they suit your character's story or your needs as a player.
        • If the ritual is successful (if players are unable to gain access to the prison and stop the ritual) - then eventually the witches will become powerful enough to threaten players throughout the realm. 
        • There are three pyres marking the graves of the witches, however many of these pyres are lit, symbolizes how many witches are active.  If you see smoke on Trouble Peak - then you know the witches are out for a treat!

    CLOSE

    Hope to see you all out there - this event will be intense.

     

    May the odds be forever in your favor!

  18. Hello everyone, find details below for the live weapon event taking place tomorrow!! 

    SCENARIO

    He looked left and right, seeing the grim faces of his comrades, feeling the weight of their shield locked against his.  He gripped his spear tightly - the heavy iron head pregnant with lethality.  Across from his line, the enemy group charge - axes glinting and war cries spilling from their open mouths.  It was cold, their breath puffed as they ran across the frozen ground. 

    His team didn't move, didn't speak.  Their leader - a short, bastard of a man - shifted his weight and raised his voice "ONE".  In response, they set their feet, locking their shields tighter together. 

    "TWO!" They locked their spears to their bodies, a bristling wall of steel and menace.

    The enemy group smashed into their shield wall - pounding at the heavy shields, scrabbling at the spear heads and chopping at them.  The wall compressed, his comrades pushed back with the weight of the human mass pushing against them.  The push lost momentum, he and his fellows felt the inertia of the charge shift...so did their leader.

    "THREE!" - as one they heaved, driving the first rank of their opponents back, back into the range of their spears.  In silence they stabbed - driving the spears through shields, bodies, armor and cloth.  Punching in plumes of blood from backs, legs, and heads.

    The gap between the two forward lines was telling - the silence eerie despite the groaning of fallen warriors. 

    The leader sucked in breath "CHARGE"

    They marched forward - and got to work.

    DETAILS

    This will be a LIVE weapon tournament! (there is a chance players will die)

    RULES

    1. Brackets:
      • 1v1 (single-elimination)
      • 2v2 (pairs formed out of what we have)
      • Group vs Group (2 sides)
      • THE BATTLE ROYALE (Last warrior standing)
    2. Tournament occurs in the RED SANDS ARENA
    3. Equipment:
      • T2 Armor (player provides)
      • Weapons of your choice (player provides)
    4. Preps, potions & poisons ARE ALLOWED
    5. Prior to the duel - combatants will agree if the match is to the death or until someone yields.

    REWARDS

    1v1

    1. *All Participants Will Receive 5 Silver coins (you must participate in a match)
    2. *First Place Will Receive 10 Gems & a set of T3 Q60 Armor
    3. *Second Place Will Receive 5 Gems
    4. *Third Place Will Receive 1 Gem

    2v2

    1. 1st place team will receive 5 gold coins each.
    2. 2nd place team will receive 2 gold and 5 silver coins each.
    3. 3rd place will receive 5 silver coins each.

    Group vs Group

    1. 1st place will receive 2 gold coins each
    2. 2nd place will receive 1 gold coins each.

    BATTLE ROYALE

    Winner will receive 1 PIECE OF ROYAL ARMOR Q60 (player choice), and 1x Q100 Weapon (player choice)

     

    Note - we'll vote on "MVP" of the tournament - that person will receive a special prize!

    See you tomorrow,

    Rex

  19. OLD COUNTRY - RESOURCE NODE TWO - MINE

    TIER - 3

    OWNER - Opus

    STATUS - uncontested

    RESOURCE DEPOSIT LOG

    1. 17 Jun 18 - Completed (89 Silver Ingots)
    2. 24 Jun 18 - Completed (89 Silver Ingots)
    3. 01 Jul 18 - FAILED (mine collapsed)
    4. 08 Jul 18 - Completed (89 Silver Ingots)
    5. 15 Jul 18 - FAILED (mine collapsed)
    6. 22 Jul 18 - Completed (39 Gold Ingots)
    7. 29 Jul 18 - Completed (39 Gold Ingots)
    8. 05 Aug 2018 - FAILED (mine collapsed)
    9. 19 Aug 2018 - FAILED (mine collapsed)

    The hardy peoples of Old Country celebrated for days when they first struck gold near the edges of the oozing swamp in 1050.  The gold rush that resulted caused massive expansion in the otherwise undesirable location.  Euphoria turned to greed, which rotted to envy and flared to bloodshed, and Old Country was ravaged by conflict and the mine largely forgotten in the chaos. 

    These days, for those that can keep it open, the mine provides a modest influx of precious metals, enough to supply even a moderately sized group - provided they can hold it from rivals.

    DETAILS

    • This Node is located in OLD COUNTRY - and contributes towards control of that region.
      • Good luck finding and securing it!
    • Every week (check the calendar) - this mine produces precious metals (gold, silver and maybe gems!)
      • The type of resource that is produced may change, who knows what miners will uncover!
      • Tier 1 - 50,000 coins in value
      • Tier 2 - 75,000 coins in value
      • Tier 3 - 100,000 coins in value
    • The Mine degrades over time, be sure to keep it open and reinforced,
      • If the mine collapses, the miners WILL NOT be able to produce any resources!
    • Place a private monument over the gate way to "capture" the node.
      • the monument MUST NOT be larger than 4x4

    Good luck!

    Rex

  20. OLD COUNTRY - RESOURCE NODE ONE - DOCKS

    TIER - 2

    OWNER - Opus

    STATUS - Uncontested

    RESOURCE DEPOSIT LOG

    1. 10 Jun 18 - completed
    2. 17 Jun 17 - completed (782 Flax stems)
    3. 24 Jun 2018 - completed (75 Medium Repair Kits)
    4. 01 Jul 2018 - completed (214 Naphtha)
    5. 08 Jul 2018 - completed (223 Silver Bars, 4 God's Favor)
    6. 15 Jul 2018 - completed (667 Hanks of Linen)
    7. 22 Jul 2018 - completed (667 Hanks of Linen)\
    8. 28 Jul 2018 - completed (834 Shaped Granite)
    9. 05 Aug 2018 - completed (50,000 coins)
    10. 19 Aug 2018 - Completed (625 metal bands, and, 50,000 coins) - Double Load

    The dock was the only thing keeping our settlement going.  Its weekly supply runs provided all the essentials, and if the merchants had a particularly lucrative run, they would bring specialties from across the ocean!  The townsfolk would flock to the docks at the sight of sails, eager to see what they had.  That all changed with the raiders.  The Villagers gathered for the sails as usual, but instead of riches and good it was blades and blood.  The settlement was annihilated and the docks destroyed.  Merchant vessels stopped coming, and the people moved on. 

    Today, the remnants of the docks are ripe for rebuilding, and the lamp-posts a first stab at re-igniting trade.  Should they continue to provide a guiding light, any claim that can keep them lit will reap the benefits of regular shipments.

    DETAILS

    • This Node is located in OLD COUNTRY - and contributes towards control of that region.
      • Good luck finding and securing it!
    • Every week (check the calendar) - this dock produces assorted supplies (literally could be anything!)
      • The type of resource that is produced may change, who knows what merchant vessels will deliver!
      • Tier 1 - 25,000 coins in value
      • Tier 2 - 50,000 coins in value
      • Tier 3 - 75,000 coins in value
    • Merchant Vessels will only deliver shipments if they can find the docks!
      • If BOTH of the lamp posts on either side of the dock are destroyed, the merchants WILL NOT deliver supplies.
    • Place "requests" for the merchant vessels!
      • Each Sunday - the GM will check the warehouse at each dock.  If there are any items in the warehouse, there is a chance that the merchant vessels will being similar themed items at their next visit!
    • Place a private monument over the gate way to "capture" the node.
      • the monument MUST NOT be larger than 4x4

    Good luck!

    Rex

  21. Hello everyone, find details below for the live weapon event taking place tomorrow!! 

    SCENARIO

    The Gladiator spit on the ground and adjusted his helm.  The face of his opponent seemed to blur and take on the visage of all of his previous opponents - and they were all laughing at him.  Grimacing, he hefted his axe and shield and strode towards the other man - methodical, unrushed....confident.  The other man stepped from side to side, looking for an opening before rushing in with a low cut of his Claymore.  The Gladiator stepped into the strike, taking it on his thigh plate and gritting his teeth as it glanced off - denting the metal.  He countered by slamming the lip of his shield into the nose of his opponent - blood and mucus sprayed and the man crumbled to his knees.  The gladiator was already bringing his axe down in a crushing slam - cleaving his skull from crown to adam's apple.  The opponent blinked once - impossibly - and fell into the dirt. 

    The Gladiator didn't even notice the roaring of the crowd - he spit on the ground, adjusted his helm....

    and strode towards his next opponent.

    DETAILS

    This will be a LIVE weapon tournament! (there is a chance players will die)

    RULES

    1. Brackets:
      • 1v1 (single-elimination)
      • 2v2 (pairs formed out of what we have)
      • INTRODUCING THE BATTLE ROYALE (Last warrior standing)
    2. Tournament occurs in the RED SANDS ARENA
    3. Equipment:
      • T2 Armor (player provides)
      • Weapons of your choice (player provides)
    4. Preps, potions & poisons ARE ALLOWED
    5. Prior to the duel - combatants will agree if the match is to the death or until someone yields.

    REWARDS

    1. *All Participants Will Receive 5 Silver coins (you must participate in a match)
    2. *First Place Will Receive 10 GEMs & a set of T3 Q60 Armor
    3. *Second Place Will Receive 5 Gems
    4. *Third Place Will Receive 1 Gem
    5. THE WINNER OF THE BATTLE ROYALE WILL RECEIVE 1 PIECE OF ROYAL ARMOR OF THEIR CHOOSING & 1xQ100 weapon! (player's choice)
  22. Hello everyone, find below details concerning a GM Event scheduled for Friday, 08 JUN 2018 at 2000 EST

    The event is also captured in the calendar, though no sign up is required.

    SCENARIO

    The rain sheeted down across the path, and the horses pulling the caravan's carts slipped and stumbled in the mud and flith.  The lead driver squinted through the rain, trying to keep the road in sight through the deepening gloom.  Every bump made him wince, his cargo of siege equipment, and explosives so volatile that he was sure they'd detonate and kill him and his companions at any moment.  The dark closed in, and the rain intensified - he had to trust his horses to find their path as stopping was not an option.  Not here, the lands had become violent of late, bandits, tyrants, usurpers and opportunists had taken to blood-letting to solve their differences.  He gripped his reins tighter, alert for any deviation in the horses stride.

    A howl cut through the rain and the night air, something big and dark flashed passed his cart, and his horses were suddenly veering off the path, screaming and trying to pull away from something.  His cart jarred crazily and the horses begin shrieking in pain.  More shapes darted passed his wildly jostling cart and suddenly he was flung from his seat, the cart over-turned as the horses were wrestled onto the ground amidst, yips barks and deep wet animal growling.  The rest of the caravan was in chaos, screaming men and horses, curses and the eerie silence of his assailants.

    The driver was just getting to his feet when he was thrown away from the center of the careening horses and carts by a thunderous explosion.  One of the carts detonated violently, and men and horses were flung dismissively to the ground. As he slipped into darkness, he could hear the sounds of tearing flesh, deep predatory breathes and whimpering voices.  All of it amidst a strangely silent tableau and as his eyes rolled back in his head, he had the impression of yellow-pinned eyes flickering in the fires of burning carts and flesh.

    He came to suddenly, it must have only been seconds - but his attackers, giant Northern Wolves, were still busily eviscerating wounded horses and crying men.He rolled to his stomach and rose to his knees, taking in the scene with blossoming resignation.The wolves were big, and lean - clearly hungry and clearly aware they were the apex predators in this engagement.  A monster of a wolf, all black and yellow eyed, with blood and human detritus mashed into its muzzle held his gaze across the body of one of his horses.He sighed, and the giant wolf, the Alpha, padded slowly through its subordinate wolves and glared at him, a low growl rumbling from its throat.  The other wolves stopped eating, forming a loose circle around the driver and their Alpha, waiting to see how the driver would respond to the challenge.

    The driver winced, he could feel shattered ribs grinding in his chest and he knew that he wouldn't be leaving this clearing alive.  Holding the gaze of the Alpha, he calmly drew a dagger from a thigh scabbard and used one of its leather straps to tie the knife to his hand in a fist.  He glanced around, noticing a broken iron spar from one of the wagon wheels and he used the other strap to do the same to the spar.So armed, he agonizingly rose to his full height, a family prayer whispering from his lips.

    "Once more into the fray. Into the last good fight I'll ever know. Live and die on this day. Live and die on this day."

    As the words ended, the driver looked up into the rain, letting the cold water refresh him, before settling his gaze back on the Alpha.In response, the Alpha growled and let loose a wrenching howl.

    The driver looked down once more "Live and die on this day"

    and charged.

    DETAILS

    1. Players will see a claim pop up on the live-map indicating the event location in its name.
    2. At the time indicated in the subject line (2000 EST 08 JUN 2018) - the monument will be removed.
    3. The caravan will be free for looting - provided would-be plunderers survive whatever is left of the wolf-pack, or any explosives that sympathetically detonate due to the fires that are raging, or the crazed driver (should he have won his fight with the Alpha).
    4. If the driver has survived his fight with the wolf, he may be rescued (moved to a friendly claim monument) for a reward.
      • The driver has been stranded, wounded and starved (and maybe partially eaten) - so to calm him down enough so that he can move and be rescued you will need to accomplish the following:
        1. Provide Q80+ food items to give him energy to move with you.
        2. Provide an alcoholic beverage to calm his nerves (he only likes spirits - the wrong type will make him an angry drunk)
        3. Be given a few bandages to bind his shattered chest, and mauled flesh.
    5. The driver can also be executed (he is an unsavory character with a shady past) and his head can be turned for a much LARGER REWARD.

    RULES

    1. Normal server rules apply (open PVP event)
    2. Siege Equipment may be used at/against the event site ONLY (same as a resource node)
    3. There will be no overt GM involvement other than the survivor (if he survived) (though they'll be watching)
    4. EVENT SPECIFIC RULE - whichever individual is perceived to use the "best" RP during the event will have 1 gold coin deposited into their inventory by a GM (via RCON).  Good luck!

    REWARDS

    1. Caravan Loot
      • 50 warfare kits (assortment of small/med/large)
      • 400 Q80 Fire arrows
      • 300 Naptha Q80
      • 150 Naptha Pots Q80
      • Currency (50,000)
      • 200 Explosives Q80
      • assorted other supplies//ammunition
    2. Rescued Survivor
      • 30,000 reward
      • location of a secret stash (value is secret....)
    3. Executed Survivor
      • Head is worth 60,000

    CLOSE

    This event should provide a lot of flexibility for play styles and interaction - the idea is that you, the players, decide how the scenario plays out.

    Work together, kill each-other outright - make deals, break deals, manipulate, deceive and betray, or perhaps even peacefully collaborate.

    It is your LiF (pun intended)

    Enjoy,

    Rex

  23. Hello everyone, find details below for the practice weapon event taking place tomorrow!! 

    Please have a look at the calendar when you get a chance and think about signing up!  Let's us know how many snacks we have to buy to feed everyone.

    SCENARIO

    The two combatants circled each other, beaded in sweat and heaving with labored breathing.  One rushed in low, cutting for his opponents legs, only to have his weapon stamped down into the earth, and a punishing kick delivered to his sternum.  With an animal groan, he curled onto his side, his rib-cage shattered.  The other warrior stood over him, looking towards the raised dias, and the nobles seated watching.  A brutish warrior-King of a man stepped forward, scale armor resplendent from his White and Blue Robes.  He held the gaze of the dominant warrior for a moment, before nodding to him.  Without hesitation, the victorious warrior wheeled his maul above his head, and brought it down with crushing force on his defeated opponent's head.  The moans of the beaten warrior faded as the roar of the crowd drowned him out...

    DETAILS

    This will be a practice weapon tournament! Opponents will wear armor of their choosing but all weapons will be provided by the GM.

    RULES

    1. Unit Invite by GM
    2. Participants may choose their weapons ( Provided By Event GM ) - No cudgels!
    3. Armor is optional - players provide their own armor!
    4. Shields are permitted - players provide their own shields!
    5. Trouble Peak Trading District Rules apply - the only approved PVP will be the practice weapon duels!
    6. No preps, potions or poisons
    7. Participants are encouraged to sign up via the Calendar!

    REWARDS

    1. *All Participants Will Receive 5 Silver coins
    2. *First Place Will Receive 3 Gold Coins
    3. *Second Place Will Receive 2 Gold Coins
    4. *Third Place Will Receive 1 Gold Coin

     

×
×
  • Create New...

Important Information

Terms of Use & Privacy Policy


This website is not affiliated or authorized by Bohemia Interactive a.s. Bohemia Interactive, ARMA, DAYZ and all associated logos and designs are trademarks or registered trademarks of Bohemia Interactive a.s.