Saturday, 14 March 2015

Session 20: Group 2 Overview

RAMOS Eldnacht, Agent of the Order of Libertorius
ARESY, A humble healer from the South (Ysera Furyborn, Hell-Knight Signifer)
~1pm, 27th of June, 5th Era 1486 RE (Day 15)
Lake Aegis, Near First Harvest, the Western Reach


Gasping and panicking at the loss of his foot, Duncan crawls backwards away from the lake water. There was something beneath the surface, and it had chopped his right foot clean off. Ramos hit Duncan on the back of the head to stop his uncontrollable shrieking, knocking him out cold. Also somewhat panicked by the 'thing' in the water, Aresy and Ramos set about devising a means to fight back against this unseen foe. Aresy charged up a powerful shock spell and aimed it at the lake water, electrocuting everything within it. The lake surface smoldered and bubbled, and Aresy continued to channel this powerful magic against the lake's surface until she couldn't stand any more. With the water being such a good conductor, whatever lurked beneath the surface was sure to have been electrocuted. Content (and somewhat shaken) they recover Duncan's incapacitated body, and retreat back to First Harvest in order to cater to his wounds. They arrive back at the safety of the village and haul Duncan onto the dining table of the elderly woman's house. Straight away, Aresy tends to Duncan's wounds, casting Infernal Healing on his stump. She stops the bleeding and the wound begins to heal over at an astonishing rate. They rest up for a moment, and check up on the old elven woman (who is still in her living comatose state). Duncan seems stabilized, so Ramos and Aresy venture out to explore the village for more information regarding the lake. The inhabitants must have left some clues as to what was out there - their footsteps do seem to lead out to the lake after all. Ramos begins searching the 'Town hall' for clues. Although not known for sure, this building seemed to act as a mutual meeting place for the townsfolk. It was the biggest building, and inside was a large round table, and a study at the rear. In the study, he found many books and journals, and as he poured through them he found little that gave him any substantial clues. It seemed this room too had been ransacked, however there was something that had been left untouched. A locked desk drawer. Noticing this, Ramos picks the lock and inside he finds a diary -  a diary belonging to Tirandell Garrott. He rifles through the pages...Financial Figures...Crop yieldings...Village rumors and hearsay - most of it uninteresting. He searches for a pattern in the content of the journal. It seems that as he reads more of the journal, less and less is written each day. Tirandell frequently writes about the lake, and reports events that have taken place there. They seem innocent enough at first. "Little Jonny lost his fishing rod a few months back"...etc But then the events seem to get more severe. "Through years of meticulous control of the lake's freshwater fish and frog populations...It seems now that in spite of our restraint, the levels of both have decreased considerably...we are now taking special precautions to help control fishing and frogging in the lake so as not to empty the lake completely.". The last few entries in the journal are brief and vague. The last coherent entry dates back a few weeks ago, it reads: "We need to go...We need to go now.". A worrying prospect in Ramos' eyes, considering the last trace of the villagers were the footprints leading into the lake. Meanwhile, Aresy checks out the village's cemetery and is surprised to see a number of empty graves with memorial cruciforms. The majority of them state that the bodies were not recovered - the cause of this seems unclear, although one headstone reads "My beloved wife; Eladrin Garrott, she rests in the water now.". Ramos reconvenes with Aresy and Duncan at the old woman's shack, and informs them of his findings. They come to an understanding that the source of the issues in the region are originating from that lake...the 'Root of Chaos' as Glyph's prophecy puts it...perhaps they stem from under the depths.

For the duration of this tranquil summer's evening, They head out in search of food. Ramos tries his luck hunting in the nearby copse, and Aresy forages for ingredients in another. Both of their endeavors come up yielding little in the way of food. Ramos had caught a languid, emaciated gopher but decided against eating it for fear it was diseased. Aresy uncovered some wilting wild garlic, and as she plucked it, she unearthed an ants nest (the ants of which were similarly languid and sickly looking). They returned to First Harvest disheartened and with bellies rumbling. Using the stove in the old woman's house, Aresy prepared a broth of garlic, water and beef jerky. It was unpleasant, but it was food. Duncan rouses following the smell of cooked food. He seems much better thanks to Aresy's treatment of his wound, and also enjoys a bowl of broth with them.While they are eating however, Ramos hears a rustling coming from outside the shack. He darts over to the far window and slips outside in order to flank the source. Aresy places herself on the wall next to the front door, and Duncan sits defiantly on the table, with his hand on the hilt of his temple sword. The footsteps creep closer to the door, and then the door opens slowly with a creak. At this stage, Ramos leaps from the side with glaive in hand. And Aresy stands to face the cloaked figure at their door. The individual holds his hands up in surrender, and tries to reason with his captors. He seems to be a fetchling (like Ramos) although his skin is an ashen white where Ramos' is a charcoal grey. Strapped on his back sits a heavy crossbow. Ramos and Aresy question him cautiously for some time. He introduces himself as Exalis Grimdark; a traveling Inquisitor. He assures the pair of them that he means no harm, and that a vision he had received from his deity had sent him to First Harvest. From what Ramos and Aresy can tell, he seems to be telling the truth. The lightning storm that Aresy had created when she shocked the lake had also drawn him. Exalis claims that his deity is a master of the Air elements, and the lightning storm was also a factor which lured him to this desolate region.

As night fell on First Harvest, Aresy set up a bed for herself within the old lady's house. Ramos set himself up for the first watch. He was distrusting of Exalis, and wary of the lurker in the lake. What if it was amphibious? He couldn't take the chance, and made sure nothing would slip them by during the night. Exalis was understanding in Ramos' lack of trust, and he himself felt inclined to distrust Ramos back. He went into a separate shack of his own, barricading the windows and doors with furniture inside. Throughout the night, Ramos found it unusually difficult to stay awake and keep his vigil but he prevailed. Duncan on the second watch however was not so successful, and he fell asleep after only two hours. In the morning, they all woke, and found that they were alive and well. Peeved at Duncan for his insolence, Ramos kicked his rocking chair over (with Duncan still on it), and threatened that worse would follow if Duncan ever let him down again. Duncan apologized, but insisted that he as well found it very hard to stay awake. Perhaps a minor enchantment had been prevalent throughout the night. But if so, who or what was responsible? In any case, the three of them didn't want to spend any more time in this eery, empty part of the world, and knew that they would have to finally confront this malevolence that dwells in the lake. The inquisitor; Grimdark, also wakes from his night's slumber. He was compelled to go with the others to the lake - he felt that he was meant to go there, his deity had led him here to do something. Ramos, and Aresy permitted his accompaniment for the time being. It may prove useful in a combat scenario. Duncan would remain at the old lady's house in First Harvest when they went out to the lake again. He wished them all the luck in the world.

Using a kayak that Aresy found in the village, the group anxiously placed it on the lake's surface, and one by one they boarded it. They paddled out into the open body of water for many worrying minutes until they reached the center of the lake. The 'corpse' that had been floating out here had been disintegrated - following Aresy's shock spell the previous day - and only bits of it were left...floating on the surface. They were hoping that the lake lurker had also met a similar fate when they submerged into the waters. Aresy was able to cast a spell that allowed the three of them to breathe underwater for a number of hours, and so this made the situation infinitely easier for them. They submerged into the murky depths of the lake, they pulled themselves lower underwater using a makeshift rope, which they had anchored to the lake's bottom. Underwater,  they seemed to descend for many meters - hundreds even - before they reached the lake bed. A dense, slimy forest of kelp and reeds lay before them.

The Kelp Forests of Aegis Lake bed.
Warily and silently they passed through this tangled, slippery jungle. Some parts of it were so dense that Ramos had to chop his way through using his glaive. They continued on for some time until Ramos spotted something floating above. A long rubber cable hung down from above them but the water was too dark and murky for him to see where it was attached to. The cable seemed to be moving as if being pulled along the lake bottom. Ramos got himself close enough so that he could climb up the cable itself. He sliced into it using his dagger and the cable seemed to leak a greeny-black ichor. Aresy and Grimdark also followed him up the length of the cable and they all scaled it for some time until a large, dark shape could be seen at it's end.

The "Lake-Keeper" Aboleth
It became apparent as he scaled higher that the cable was connected to a huge underwater creature of some sort. He was surprised that the creature had not tried to shake them off at this point. It seemed very docile, and on further inspection, it seemed very weak. As if it was dying. Many of it's scales were charred and blistering - no doubt a result of the shock spell, and it seemed to groan in pain. Many parts of it's body had been augmented. Reinforced with metallic embellishments. On the ends of it's tentacles were metal graspers. Who or what had done this to this creature?
The creature seemed to communicate with them telepathically. It spoke of it's great pain and suffering. It spoke of an individual who had been responsible for it's mechanized enhancements. And spoke of the 'Sanctuary' - the creature was afraid of this place. Its finally asked to be killed for it was dying slowly already and had lived a terrible life of pain at the hands of this sinister new foe. Out of sympathy, and mercy, the three of them climbed onto the creatures back, and stabbed and sliced it with their blades until it finally died. The creature cascaded to the lake bottom and the three party members climbed back down the cable they had come from. With no real lead on where to head now, Ramos led them along the rest of the cable. To see where it ended. Trailing along the lake bed, the cable led through many forests and fields of kelp and reeds until it led to the edge of a shallow overlook. In the 'valley' beneath them stood this glimmering structure, built onto the very rock itself. This underwater 'facility' was like nothing they'd ever seen before. It's metal, riveted walls were made from this polished metal and there were great, thick windows built into it's side. Astonished, Ramos, Aresy and Grimdark progressed towards this structure. Could this be the 'sanctuary'?, and if so, should they themselves be afraid? They progressed closer still to the windowed walls of the facility until two spotlights shone down on them. In the nearest window they could make out a rather ordinary humanoid brushing his teeth. He seemed to spot them from his window. His actions slowed in astonishment, and he beckoned to another person in his vicinity. An elven woman came rushing in and stood next to him, she too began to peer out of the window, to gawp at Ramos and the others. What was this place? Could these people be the missing villagers?

Monday, 9 March 2015

Unlocked Factions Sheet - Session 20 Report


Factions Unlocked

INFO:
A company of guns-for-hire and sell-swords headed by a man named Mister Quinn. They are somewhat infamous in their trade, and unlike other professional mercenary companies, they don't always adhere to the laws instated by the Royalist government. As a result, they seldom operate in the royalist county of Greater Nibellion. Mister Quinn often leans towards other anti-authoritarian or rebel causes such as the Kahzhang Exiles (during the rule of High-King John Arcadeus) and more recently, the Order of Libertorius. His disdain for the Royalists has greatly tarnished his reputation, and there are many that think him anarchistic, ruthless and unscrupulous - however this is far from the truth. Mister Quinn is a man who prides himself on his morals, and he persistently looks to maintain peace, justice, and prosperity wherever and whenever possible. In recent months, he has saddled up with the Order of Libertorius, believing that their cause is more admirable than most - more so than the Royalist cause that's for sure. If he can profit from it as well? Whose to say he shouldn't?

INFO:
House Bosnager are a noble family based in Val Némor, their seat is the city of Dunfarg, which sits near the centre of the county, just south of a mountain. They are vassals of House Villeroy, pledging an oath of fealty, reinforced by Lady Carmine Bosnager’s marriage with Lord Maddox Villeroy - currently they are the most loyal and beneficent of House Villeroy’s allegiances. Their sigil is a golden eagle on a navy blue and maroon field - separated in the middle per pale. Their current head is Lord Aksel Bosnager.

Sunday, 8 March 2015

Session 21: Group 1 Overview

'GLORFINDEL', a Travelling Healer (Seltyiel)
'KANDI', a Traveling Courtesan (Cynthia)
'EEVEE', The Sorrowful Blind', a Traveling Monk (Hel)
~7pm, 28th of June, 5th Era 1486 RE (Day 16)
Tourney Grounds, Dunfarg Outskirts, Southern Val Nemor


Nefarion was dead. And with his death came interesting feelings from each of the three remaining party members. They seemed strangely nonchalant about the whole situation, relieved even. Seltyiel had never agreed with Nefarion's ways nor those of his Hell-Knight Order, and he shed no tears for his fallen comrade. His own apprentice; Hel, felt similarly. On multiple occasions, he had been a terrible master to her so she couldn't help feeling like justice was served. Cynthia too had been his captive since the Civil War erupted, she felt a great weight lifted off her shoulders. Mélanie had also found her way back to the party - having been searching for traces of the Dark Master during the Tournament. She seemed quietly poignant, and she stroked Nefarion's cheek tenderly. When the party regrouped beside Nefarion's corpse. Os looked up at them with teary eyes. Looking to them for guidance. Hel knelt down beside her master's corpse and had an epiphany. Although she did not make her movements clear to the others, she intended to resurrect his corpse with her White Necromancy. He would not be anything more than a husk. Nefarion's body, but not his mind or soul. He would be her servant...her apprentice. She went off in search of a wooden cart to carry his body with until the time was right for her ritual to take place. In the meantime, Os clung to Seltyiel - who was the new Champion of the Melee - Although he was peculiar to his own eyes, the man was a hero. A distinguished knight who had fought bravely and gallantly. He begged Seltyiel to accept him as his new squire but Seltyiel refused. Os persevered for some time after but the hero seemed resolute. As a sort of compromise, he accepted Os' kind offer of hosting them all for supper at his father's house.

"My father would be honored to have you stay at ours this evening. I bet he's preparing supper right now as we speak. He makes a cracking eel stew! You'll see!"
- Oscar 'Os' Bourgis


With sunset on the way, they five of them made there way into the historical city of Dunfarg. The local folk and mudlarks of the slum district paid no great attention to the cart with Nefarion's body on it. It wasn't an unusual thing, seeing a dead body or two from time to time - in this part of the city anyway.  They arrive at Os' house - a modest, wooden building held together just enough so that it didn't collapse. He leads them inside into the foyer, and then down some stone stairs into a dining area. A crude wooden table with several chairs awaits the famished party members as they take their seats. The smell of cooking meat wafts in from the adjacent kitchen, and Os goes in to check on how his father is doing with the food preparations. Moments later he escorts a frail old man on a wheelchair into the dining room. On closer inspection, he seems very sick. His skin is a grey-green colour and his mouth is hanging open as he sits there in his unresponsive state.

"You must forgive father, he's getting old you see, his hearing and sight is not what it used to be."
- Oscar 'Os' Bourgis


As Os leaves to bring in the stew-pot. The party start to feel uneasy and begin to inspect his 'father' from a distance. He reeks of feces and decay. Os returns with a large steaming pot and places it on the table. As the steam settles, they peer into the pot and make out human body parts amidst the watery elements of the stew - bones, fingers, shredded bits of skin and muscle. They start to panic. But before they are able to leave their seats, Os yanks down a nearby lever and the whole floor lowers suddenly beneath them. Thirty feet down they plummet, into a dark, damp dungeon. A series of grated iron bars seals them in from the top opening, and Os looks down on them all with contempt. As the party gather themselves, a strange, sinister voice speaks down to them. It's as if someone or something much darker is speaking through the young squire.

OS: "It's marvelous isn't it? You didn't even think it would be me did you? How could it be me? I'm just a boy. A naive, clumsy and foolish boy. You all looked down on me.
Your dead friend, Nefarion. I gave him my unquestioning loyalty as his squire free of charge...and for what? to be his second choice? To be his squire's squire?!
And you, Seltyiel. I wasn't even worthy enough to be your first choice!
But now...it seems that I'm the one looking down on you.
Not through the eyes of  'Oscar the Squire' though...no...he'll never be anything...but as Osamorté, the Dark Master, I can be...so much more."

His eyes burn an unnatural green, and his sickening smile becomes crooked and exaggerated. His long fingers point at you accusingly, and his words hold both conviction and malice.

OSAMORTÉ: "For your foolish ignorance I should skin you all alive...I really should...but it would be a shame to waste you...you are after all...so...talented.
But at present, you haven't reached your full potential. No, no, not at all. I think I'll 'improve' you...NO!...I'll 'transform' you. You will all be my champions - my acolytes - you will serve me as your Dark Master, obeying my every whim.
And for my kindness and generosity, you only need to do one thing for me in return."

"I need you to Die."

From below, Seltyiel throws bombs at Os in defiance. They explode, but he seems to shrug it off. He shakes off the gunpowder residue from his shoulders as if it was snow drops. The damage he sustained didn't seem to affect him physically, it especially didn't antagonize him. The party try numerous attempts to escape through the top. Hel sends her ghostly sister; Mel to fly up and attack Os but when she stands before him. He holds out his pale hand and stops her dead in her tracks. She recoils violently and is banished back into the dungeon. He starts to laugh maniacally as if enjoying the whole scenario, the laughter turns into a spluttering cough. Green vapor and spores spill out of his mouth as he hacks and wheezes, and they float down into the dungeon onto the party members below. Seltyiel, and Hel manage to cover their mouths in time, however Cynthia and Mélanie unintentionally breathe it in. Escaping the way they came in seemed hopeless, they would have to find an alternative exit in this dark, cold dungeon - if one even existed. Os seems quite confident, and sits on a chair, slurping at the human soup he'd cooked for everyone. He watches down on the party with a playful delight - as if looking down on pet rats in a maze.

They begin to tap the walls, listening for any hollow spots. While this is happening, Hel performs another White Necromancy spell which allows her to travel in her ghost's form. As if swapping spirits with her ghostly sister; Mel. Being ethereal, she is able to pass through the dungeon walls and travel up to the surface. She finds herself in the slums of Dunfarg once again, and attempts to lure some guards to Os' house to lend aid to her captured comrades. She drifts from the slums into the busy market district - alarming and frightening most of the citizens she comes across. The guards seem more alerted by the present of a ghost in their city. They dismiss her pleas for helps, and instead try in vain to capture her. She shakes off their pursuit and drifts towards the Cathedral. Inside she encounters numerous priests praying. She startles them, but unlike the guards, they seek to help her 'find the afterlife', and fearing being exorcised, she attempts to lead them out of the Cathedral and all the way to Os' house in the slums district. The two monks that follow her (one is called Bartholomeu) seem determined to liberate this lost spirit, citing incantations and prayers as they struggle to keep up to her. She leads them directly to the house and then disappears down into the floor beneath them to rejoin her comrades in the underground dungeon. The priests look curious. The first one heads back to the Cathedral, but the other; Bartholomeu, ventures inside Os' house armed with only his holy book and prayers.

Dunfarg Catacombs and Undercroft
Meanwhile back in the dungeon, Seltyiel discovers that one of the stone bricks he hits seems to press further into the wall - as if not cemented in properly. He calls the others over to him, and he manages to push more of them out so that a small gap in the wall is visible. The other side however is completely dark, and so Seltyiel fashions a torch, using a broken chair leg and (unconcious) Hel's sleeve as a rag. He illuminates the room and hands the torch to Mélanie to hold. Hel has not yet awoken from her enchantment, so everyone hoists her up onto Seltyiel's shoulders. They proceed cautiously into the next chamber, and as the torchlight shines on the glistening grey stone, they can make out a long corridor. They continue along it for some time, crossing empty prison cells along it's length, Eventually they encounter a cell with a prisoner inside. However as they try to communicate, the creature inside throws itself at the bars and ravenously tries to attack them. Safely behind the bars, Seltyiel and Cynthia make short work of this undead foe, and they continue down the corridor. They pass many other similar cells - some with and without undead occupants. One cell however seems to contain a different sort of individual. Someone living. The man is covered from head-to-toe in this golden/brass colored plate-mail and the intricate, engraved 'face' on the helmet is stylized like a lion's. He's locked inside, and the party gather around the entrance, shining the torch at him. They spend some time questioning this individual and he seems to respond well enough. He addresses himself as Arcturus (Descendant of Arcthane) from Distant Laurian. He claims to have been locked inside the cell for months although he can't recall how long exactly. For the most-part he seems calm, collected and trustworthy, and so they break open the lock, and free him from the cell. Arcturus stands to his feet with the aid of his dragon-slayer spear and continues to follow the party as they progress deeper underground...

Friday, 6 March 2015

Session 19: Group 2 Overview

RAMOS Eldnacht, Agent of the Order of Libertorius
ARESY, A humble healer from the South (Ysera Furyborn, Hell-Knight Signifer)
~11am, 26th of June, 5th Era 1486 RE (Day 14)
Courtyard, Ascentium; the Mountain Fort


After a morning filled with secret meetings and prophecies of the apocalypse, Ramos and Aresy make their way into the courtyard where they encounter a heavily armed, peculiar gentleman. He seems inquisitive, and wields multiple revolvers as well as a musketoon carbine (with what looks like a large brass silencer at the end of it's barrel). Gracing his weathered, bearded face sits a wide-brim cattleman's hat. The gentleman introduces himself as Mister Quinn.

"Well now, it seems we have arrived at a most fortuitous time. Wouldn't you agree?"
- Mister Quinn (to Ramos)

He tears the bounties off the board, claiming them for his own. He reveals his occupation as being a professional 'hired gun'/ freelance mercenary. A man who drifts from city to city with his gang, collecting bounties, and hunting criminals and fugitives. Unlike others in his profession, Mister Quinn has saddled up with the Order of Libertorius, and as such he does not interfere with their movements (which in the eyes of the Royalists are deemed rebellious and anti-authoritarian). He sympathizes with the cause, deeming it more honorable than most. He extends a friendly welcome to Ramos, and offers out his business card to him, but Ramos refuses it. He doesn't seem perturbed by this, instead he keeps his offer of service open to any time that Ramos should require it - for a price of course. He introduces his 'gang'. Two warrior women in tight leather armour - as attractive as they are deadly.

Cé, the 'Wasp'
Tallest of the two with long shining ebony hair. Although she is remarkably attractive, her eyes seem very cold and emotionless. Her two-handed katana has had the handguard removed, and the blade is forged of a gold-coloured steel.
QUINN: "Cé doesn't talk much. That's not to say she doesn't express herself though...that's what the dai-katana's for...she's somewhat of an artist."
Ren, the 'Hornet'
A young, fair faced girl with rosy cheeks. Long flowing hair the colour of vanilla flowers, and wielding a pair of wakizashis... the blades of which are forged of black steel.
QUINN: "Now Little Ren here may seem innocent enough...and at first greeting, she's as sweet as a lemon cake in summer, but don't let that fool you... she's a total psychopath. She'll peel your skin off with those blades of hers and she'll giggle all the while she's doing it."

Since Ramos has refused his services today, he hands Ramos a small marble-sized ball as well as a perplexing riddle. The 'marble' is a sort of translucent green colour, and Quinn says that should Ramos ever need him, he will need to keep that marble safe until the time comes.

"What's a caterpillar to do after he's eaten the Last Leaf on the tree?"
.................
"Keep his head down, recover his strength...wait until his wings grow. And then he flies far and wide, seeing places he never dreamed he'd see."

- Mister Quinn

With his mind set on the task ahead, Ramos looks to his Lord-Commander to guide him. John explains to both Ramos and Aresy that they will be stealing a Royal Airship from the Espire Airfield, and as transport to the airfield, he has readied Griffins for flight. Duncan accompanies them through the complex of tunnels and corridors leading into the very mountain itself. They pass living quarters, storerooms, larders and before the end of the corridor, they pass a huge reinforced door - with multiple locks keeping it firmly sealed shut. Even Ramos does not know what lies behind it.

"You'd better give that one a wide birth" (Referring to what lies behind the door)
"It has a tendency to smash itself against the door...."

- Lord-Commander John Geist


They progress all the way through to the end of the corridor where they finally reach a grated door, and behind it lies the Griffin Pen. Ramos saddles up on Silver, and Duncan saddles up on his own Griffin; Lucky. John readies his own Griffin, the largest and most powerful of the lot - Atlas. The saddle easily carries John's weight along with Aresy's. Before they depart, Aresy is met by Professor Glyph. Who seems somewhat dismayed that his apprentice / servant is leaving so soon. He realizes however that her mission is imperative, and he gives her his blessing and well wishes. He does stress to her that her Ancient Abyssal needs improvement, and that she should religiously study the Simplified Malefic Tongue Journal that he gave her the day before. The 'hangar' doors are lifted, and the three Griffins disembark southwest over the wildlands of Ylaskir. To Aresy's surprise, the Griffins depart from an opening in the side of the mountain itself, soaring out several hundred feet above ground level. The frightening experience quickly becomes awe-inspiring as she can see the beautiful landscape for miles around.


The flight to Espire takes the best part of the day, and the party passes over the wilderness as well as the Hell-Knight Bastion Zenith. They continue above a large mountain range until they can spot the township of Espire on the horizon. They land and leave the Griffins outside an adjacent forest and traverse the rest of the distance on foot. With the cover of night at their advantage, they proceed around the town and across a great landfill. John goes on to elaborate. It's a dumping ground for the rich citizens of Falcos Prime; on the Floating Isle. They note how much of the 'scrap' in this heap is perfectly suitable for use, and it becomes evident to Ramos and Aresy that the citizens of Falcos Prime live lives of luxury and have an abundance of material wealth and resources - so luxurious in fact, that they can afford to waste perfectly decent furniture and other items. They eventually reach the airfield and discover that it has been used primarily by the Royalists. Since the creation of airships, zeppelins and other vehicles with flight capability, the airfield has hosted many of these wonderful machines. However after the eruption of the Civil War, the dominant class of airship in Espire's hangars has been that of the military variety. The airfield is expansive and sectioned off on all sides by ten foot barbed-wire fencing. Within it, they spot a small scout-class Arcadeus Airship ripe for the taking. They climb over the fence without too much hassle and hide behind some cargo crates. The airship it seems is being loaded and there is minimal military presence. The party decides that the best way to tackle the ground crew is to distract them with one of Ramos' pipe bombs. Ramos throws one and explodes one of the Arcadeus sentries accidentally. It buys them enough time to sneak into the airship unnoticed, and even the hulking Arcadeus Phoenix-Knight is deceived by the distraction. Ramos and Aresy discreetly dispatch two Arcadeus soldiers within the airship's cargo hold and John scouts on deeper into the airship, incapacitating all resistance he finds along his way - using his akimbo engraved silver tonfas. Duncan follows in his brother's wake, putting sacks over the heads of all the writhing, unconscious guards, and binding their hands with rope. Eventually the airship is secured, and John holds the pilot and the cabin crew hostage. He orders them to disembark immediately, and they comply. To the horror of the Arcadeus ground crew and the Phoenix-Knight, they witness their airship taking off without them, but are unable to prevent the party from succeeding.
Arcadeus Scout Class PH-01 Airship (Prototype)
As the airship is flown throughout the night, the party make use of the sleeping quarters within the airship, taking shifts watching their Royalist prisoners. The airship proceeds west across the bay and over the cities of Brandinweld and Kentonborough. It cuts right across the D'Arcy region called the Verdant County to the furthest western expanse. In the morning, the barren stretch of flat-lands known as the 'Western Reach' can be seen on the horizon. Ramos, Aresy and Duncan gather at the bridge to meet John. They are served a platter of poached eggs for breakfast by an Arcadeus chef called Alfonso - the eggs were well cooked and thankfully NOT poisoned. The chef seemed grateful to Aresy, who had repaired his broken arm with her healing magic. Without too much interrogation, he also professed some Royalist military strategies, and revealed the true owner of the airship: House Arcadeus' very own Knight-Commander; Alton Marx. They set the airship to land a moderate distance from the settlement of First Harvest, and planned to travel the rest of the journey on foot. This small, unspectacular village was the only beacon of civilization in this empty void of land called the Western Reach. It seemed like the best place to start looking for clues of the evil that was corrupting the land. They might also find the Libertorius scout; Octavyan (whom they had lost contact with some time ago) John announced to the other three that he would be going no further, explaining the them that he would stay with the airship, to refuel, and keep the prisoners under control. Ramos, Aresy and Duncan would continue the rest of the journey without him.


Thinking back to the secret meeting they'd had in Ascentium about the Malefic Seven. It was revealed that in recent years, the Reach had become a "wasteland of emptiness, devoid of most life.", and when the party set food on the sparse, wilting grassland, it seemed that the region matched the description perfectly. For the duration they traveled across the countryside towards First Harvest, they did not see or hear any wildlife - except for one emaciated deer which seemed frail and languid as if in a dreamlike state. There was a noticeable absence of natural sounds and lifeforms within this region, it seemed eerily quiet, and even the grass and trees seemed lank and wispy - as if carrying the weight of an enchantment or spell. But what could do this to the trees and plants on an otherwise temperate summer's day? Someone...or something had to be behind it. The settlement of First Harvest was no surprise. Completely abandoned, as if everyone had packed up and left. The small village comprised of several wooden shacks, and each one seemed ransacked and untidy. Only one denizen remained. An elderly elven woman sat on a rocking chair outside of her house. She did not seem to notice Ramos, Aresy and Duncan. Nor did she seem to do anything. She was in a sort of comatose state. The lights were on, but no-one was home. Aresy asked Duncan to carry her inside the shack and onto the bed and after further examination, she was deceptively heavy, and they still could not rouse any sort of response from her. While this was happening, Ramos investigated the village for tracks of it's former inhabitants, he found them leading out of the village west towards the nearby lake. The tracks ended at the lakeside, and Ramos for all his efforts, could not recover them. He eventually led the others to the lake where they could make their own assessments. When they looked out over the large still lake they could make out something floating on the surface. While Ramos and Aresy were planning how to get out to it, Duncan stripped off his cloak and brigandine and tied a length of rope around his waist, he then proceeded to wade out into the water and eventually swam out towards it. When he reached the floating object. The others waited anxiously as he inspecting the object. He seemed to pause for a moment and then let out a shriek of horror. Ramos and Aresy looked on hopelessly as something pulled him under the surface. They reeled him in frantically using the rope he had tied himself to and managed to successfully drag him out of the water. Duncan was was missing. Whatever it was that grabbed him, it had taken his right foot clean off.