| An After action Report - The black Library; A collection of knowledge so that others may benefit | |
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| Tweet Topic Started: 20 Feb 2012, 01:14 (439 Views) | |
| Fulgrim Ironheart | 20 Feb 2012, 01:14 Post #1 |
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Well then here is hoping the encoding spell ensures this misive comes to you ungarbled but unread by our enemies, it would be a waste for all this knowledge to go to waste, as requested by our ally Onuris we (Myself, Taciturs, Dargan, Aruzel and Conrad) ventured to the remains of an ancient Thean storage facility, the black Library to recover an artefact (The staff of winds). We arrived as his horus guard were excavating the site, warding it from our opposition with the plan to re bury the library in the mean time till we can properly secure the site within our borders ((OOC: The Black library is in hex 10:10, 2 squares Due SouthEast from the Oasis)). We were guided towards the defense mechanism, a portal that sent us into scenes from thea's past, seeming to relate to the artefacts holder (a Man by the Name of Urshe). Before the Darkness - A General and his friends First we were sent to a time before the fall of the empires as allies of Necosi one of the (now fallen) sons of the pharoh, we met Maketh (the lich who was our first major foe) when he still at least appeared human and were directed to talk to Necosi, one of the sons of the pharoh. We learnt that he was a straight forward man, the leader of Thea's armies but not to distrustful of the outside world, overall he seemed like a nice enough person which gives worrisome thought to the depths that he fell. We also learned that the life glyph (a powerful glyph of magic that protected the wastes against undead) was failing for some reason. We also learnt that the anubis guard were mainly composed of prisoners and lead by someone who was quite insane. ((Of note before I continue is the fact that we have no reference of time between the events we experienced, it may have been years, months, even days between some of these.)) Diplomatic breakdowns We then appeared as nobles of thea at a diplomatic event, we learnt a few key facts from this: 1. The Pharoh is bloody huge (taller than dargan) so maybe keldon hasn't got as much of his blood as previously thought 2. Lexim (Now the broken lands) and Torgot (now the God cursed) seemed not so friendly 3. Thea dealt in slaves (as did Espar (the dark plains) at one point) 4. Maketh conspired with the three advisor to undermine the Pharaohs rules (All three are now lich's at odds with one another) 5. Dargan is incredibly blunt 6. There were 10 lexim legion's and they had access to the legion gate 7. Unity island was unfinished at this point in time, diplomatic rules limiting it's progress as they argued over military force allocation and other things 8. Control of the legion gate was to be made by one general from each empire, thea's was to be General Urshe 9. Lexim suffered a coup d'etat by a mad general at some point On Lich's (Who are assholes) As they have been mentioned I guess I should speak of the advisor's Maketh is the one we have met, a powerful caster in his own right that is all he appears to have Kemamuati is a master of Glyph magic and appears to be bonded with the shards of a dead god (more on those later) The third (Jesmet) has shown talent in subterfuge and stealth All three are cunning and were able to tear an old empire to it's knees, they are all considered extremely dangerous, the priority of all who encounter their forces should be figuring a way to permanently remove them as a threat (either as Allies if they can be redeemed or by sending them to the jaws of hell and stopping them clawing out) The Tomb Delve The next event we saw was with Moswen, the son of the Pharaoh who was the most scholarly and Kemamuati, we played the role of mercenaries hired to explore a tomb for them and clear the way, where the dark god Rah'tep's power still held. His power manifested in unholy golems of fire that assailed the party and multiple heavily warded traps that blocked our passage. After defeating a sphynx (which I had to keep solving the riddles of, honestly do they teach you people nothing) we found what he was searching for a shard of Osiris (a god Killed by set). He then killed the people we were inhabiting and we moved onwards The Shards of Osiris It appears that the god osiris lost a bet with the fellow god set and was sundered into four shards, osiris' domain was in plantlife and that Kemamuati has setup his base in the southwest (also the jungle was not always there) so it would be safe to assume his power is growing as from what we have gathered he is fusing himself with the shards. The fall of a god We next inhabited the palace guard of the Pharaoh where we heard the Demigod forsake his gods for all that has befallen before he cried out in anguish, slain by the hand of Jesmet. It appeared by this point 3 of the sons (All but Onuris ) were under the dark sway of the Lich's as they appeared unsurprised by this event. Onuris made contact with Urshe and sent him off with a grave task (he flew off on an Ibis (I want one)) and not much else was learnt. A Desperate Escape We were then put in the bodies of men fighting with Onuris to send refugee's through the tunnels out of the city as civil war raged above. We managed to speed up the process so that when the anubis guard approached we did not have to protect many civilians (All escaped unscathed thanks to the might efforts of Dargan). After fighting them to a quick end (Whilst lacking in proper tactics they had brute strength that would put our strongest to shame) we found ourselves once again transported to our final event. The Madness of Sacrfice For our final trial we were put in the body of elves of lexim (Tacitus was unchanged and later told us she remembers being at this event in person and that Urshe survived the encounter), approaching Urshe as he cried at the edge of a great barrier, the true purpose of the obelisks to cut the land off entirely, sealing it's cursed undead off from the rest of athesia. In his sorrow he tried to ressurect the land and attack us with glyph magic... his power and mastery of the winds outstripped even my knowledge and though his goal was noble, some things must be left resting and not unearthed. He was brought down by our combined efforts and we were finally free of reliving the past where we were greeted by the last of the IBis, Hecate and granted our reward. Wrap up I gained a new staff, used to channel the force of the winds in new ways ((OOC: It's a cool item (Im sure dave can post its stats) but If someone thinks it suits there character better I am fine with that)). The others (save dargan) were blessed with new vitality that would save them from the brink. She spoke that she would only truly return once the new Pharaoh had been chosen. We met with an exhausted Onuris (who apparently does not sleep often... that is interesting) and asked him some questions, upon further examination of the staff's history we found some more important information: 1.The Staff appears to be part of the mechanism for the obelisks as it was last left by Urshe there 2. Urshe is now probably allied with Kemamuati 3. Kemamuati Removed the staff from it's place 3. Hecate placed the artifact in the library Now what this means going forward is that we have multiple factions (4 at least) to contend with as opposing forces, the lich's will assail us with their divine magic and the necormancers with their unknown power (hopefully my research will pay dividends into that soon), if I forgot anything please correct me Dargan et al as my memory is not perfect with so much knowledge to contend with, any questions are also welcome Edited by Fulgrim Ironheart, 20 Feb 2012, 02:03.
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| Lionel Typhoeus | 20 Feb 2012, 02:17 Post #2 |
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David Woodlock
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The staff's stats for anyone who is interested: Urshe's staff of winds +4: Critical: On a critical hit a huge size creature block is placed on one the creature that was hit. This represents a whirlwind, this will move 5 squares a round and any creature starting their turn in or moving through this whirlwind takes 3d10 damage. The whirlwind lasts 3 rounds and only one may be present. Encounter (Immediate Reaction) Trigger: You take damage from an attack. Effect: You and each ally adjacent to you may shift a number of squares equal to the staff's enhancement bonus. |
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| Aurzel | 20 Feb 2012, 03:56 Post #3 |
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Andrew Kyriacou
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Marcellus recollection of events is close enough, I don't feel anything needs to be changed or added. On a personal note, what we experienced has given me a new respect for Onuris and the magic of glyphs (the second of which I had previously considered inconsequential). On top of all that there is so much we don't know about the history of our land, to our detriment because it seems everywhere we turn we are assailed by ghosts of the past. Everything we learn answers one question and asks half a dozen more. I do not believe I will be able to look on my homeland the same way again, or even our enemies there (it's amazing what giving a face to and personalising a threat can do). |
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| Tacitus Ajax Liber Silvanus | 21 Feb 2012, 02:21 Post #4 |
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I would agree that the report was very concise. Yet, I feel I must add that the possibility of talking to the Sons of the Pharaoh was raised near the end of our mission, and whilst we did not know for sure what the purpose of such an endeavour would be, there was information given to us which may prove useful, if we should ever feel that such a course was necessary. (OC: don't remember what all the brother's names are, so fill in third brother with whichever I miss out. Also, my character is a guy not a girl )Nkosi will not talk. He will fight. Kemamuati will talk, but he will deceive. He was like that even before the fall. Third brother will talk, but through someone else. He will not meet face to face. Whether this information will prove useful or not, I leave to greater minds and later times to find out. |
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| Fulgrim Ironheart | 21 Feb 2012, 02:35 Post #5 |
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((Kemamuati was a lich not a Brother, Third brother is moswen) |
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| Lionel Typhoeus | 21 Feb 2012, 02:49 Post #6 |
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David Woodlock
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( Just so we get spellings and names out of confusion: Kemanwati, Makith and Djesmit were the advisors Onuris, Nkosi, Lizuge and Moswen are the Pharaoh's sons Heqet is the Last Ibis ) |
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