Remove these ads. Join the Worldbuilders Guild
Mon 19th Apr 2021 09:13

Notes and Crap (entry thirteen)

by Eligius Yami

Hey, get this Novia, something strange happened to me, and everyone else were given dossiers on these organizations I was granted a vision on back in the Graveyard. After delving into the puzzle for.... an embarrassing amount of time. I gotta stop overthinking those things and relying on obscure references to old legends, plays and the like honestly. It'd have been funny if it worked however. So to put it seriously, I was told to memorize the details in the dossier and destroy it, to hell with that, I'm writing down key details in here in some fancy magic ink I bought a while back. You'll need basic conjuration magic to reveal it, so there's your hint. The information is as follows:
 
(Copying cutscene stuff here in case somehow gets deleted)
 
The Immortal Flames: This band of bandits specialize in all things flame based, they are known for burning down villages and being immune to the infernos they leave in their wake, Know for burning alive those that challenge them, They make use of shock and awe tactics to keep people from fighting back, they've taken up somewhere around the town of Demonitis, One of the hottest in the region due to the above ground lava pools that surround the towns outskirts, they commonly fight with the Winters Children, But they collect healthy tithes from near by villages, and some businesses in the town it's self. The base it's self has yet to be found, and the most we know is the region they operate out of.
Danger Level: High
Recommended action: Wait for more information
 
 
The Winters Children: A group of mountain survivalists, They harness "Kair's gift" in their words, Channeling Cryokinentic magics and have either become immune, or are well adapted to the frigged temperatures of the reach, while not attacking the Vigilax directly, they do pose a great threat to trade, and the stability of our western siblings in the reach. They have made their base somewhere withing the Ranges of Kair's Blessing, And are usually found in combat with the Immortal Flames
Danger Level: High
Recommended Action: Wait for more information
 
 
The Storm Riders: A group of pirates operating in the meteor Gulf, they have taken to raiding any ships that come into their waters, and attacking villages on the coast line of the Vigilax, Their base is as of now unknown, but they have been found fighting with the Snakroot's bite
Danger Level: Extreme
Recommended Action: Avoid until more information is provided
 
 
The Snakroot's Bite: A band of poison masters, Lesser known for combat prowess, but dangerous all the same if not careful, They have made themselves comfortable West of Kobir, Poisoning water, food supplies, and even people if their demands are not met. Normal antidotes will not help those afflicted by their poisons and they need immediate clerical assistance. Their brand of spell casting weaves toxins into the aether, poisoning the body in such a way only magical healing will provide succor
Danger Level: Moderate
Recommended action: Engage at will, bring a Cleric
 
 
Cu's fist: A band of Militant monks who has taken to weaving Geomancy into their attacks, They have taken up residence in their monasteries in the Cu mountains. Capable of both devastating blows and petrifying strikes, if temporary, they are a fierce group to go after. They see the world as being indolent, and seek to bring it to heel, Often at odds with Acidum Amnis.
Danger level: Moderately-high
Recommended action: Engage at will, be prepared for a fight
 
 
Acidum Amnis: A group of hydromancers who have been sieging Port Damocles and any ships that sail into the port. They use their magics to corrode armors through some unknown means
Danger level: Extreme
Recomended action: Avoid until further notice
 
 
Oria's light: Known for hit and run tactics, they use magics of light affinity to blind and stun people while they run around them, Weak in a upfront confrontation, but also locked in combat with the unknown Bulwark cult
Danger Level: Minimum
Recommended action: Leave them to fight the cult, monitor their movements
 
 
 
Okay, we then focused on this information and I tagged along with two different groups of my bunch to figure out more about these people. Of course the first group was more... hospitable with my presence, but that's neither here nor there. First group went to the library and visited Viscount Thorn's manor for specific information, while group two talked among folks in the town and I delved my info to them from the previous day. Here is our findings, compiled by Kosuke. Thanks bro for writing a copy!
 
 
The Immortal Flames: Rivals with the Winter's Children. Threat to morale; intimidation tactics. Known to destroy entire towns. Harbours "Children of the Phoenix". Byproduct of the Great Disaster. Holds ties to Glysaris Azralin.
Appraisal: Direct threat to logistics. Develop fire resistance. Life support systems as well.
 
The Winter's Children: Rivals with the Immortal Flames. Threat to trade by land. Not a long-established organisation. Currently unknown leader. They utilise the "Kair's Gift". Isolationist faction.
Appraisal: Redirect trade routes, exploit isolationism.
 
The Storm Riders: Rivals with the Snakeroot's Bite. Operates in the Meteor Gulf. Threat to trade by sea. Long-established organisation. Nomadic by nature. Makes temporary alliances with sahuagin.
Appraisal: Too elusive to decisively attack.
 
The Snakeroot's Bite: Rivals with the Storm Riders. Threatens food and water supply. Taxing on divine casters.
Appraisal: Develop poison resistance. Ambush. Exploit reliance on poison.
 
Cu's Fist: Rivals with Acidum Amnis. Grandmaster holds radical views. Seeks to force "strengthening" change. Generally not lethal. Captured prisoners become new monks.
Appraisal: Direct threat to logistics. Liberate if possible.
 
Acidum Amnis: Rivals with Cu's Fist. Threat to trade by sea. Regularly corrodes metal equipment. Short history, but disastrous nonetheless.
Appraisal: Develop corrosion resistance. Until then, leave to monks.
 
Oria's Light: No current rivals. Confrontation with the Bulwark Cult. Opposed to the Crystalline Graveyard.
Appraisal: Possible alliance, though unlikely.
 
VERDICT: First move is to attack the Snakeroot's Bite.
 
We will head out to find out more about the Snakeroot's Bite first since they are intending to attack the water supply. More to follow, sorry this particular entry was a snoozefest Empress, I'll have more sarcasm later for you. Not sure how I'll feel about killing honestly, but we shall see.
 

  • Eligius Yami
  • Continue reading...

    1. Notes and Crap (entry one), by Eligius Yami
    2. Notes and Crap (entry two)
    3. Reprieve Shenanigans (Entry One)
    4. Notes and Crap (entry three)
    5. Notes and Crap (entry four)
    6. 1st Letter to Mother
    7. 1st Letter to Father
    8. Notes and Crap (entry five)
    9. Notes and Crap (entry five)
    10. Randera Shenanigans (Entry One)
    11. 2nd Letter to both Mother and Father
    12. Notes and Crap (entry six)
    13. Notes and Crap (entry seven)
    14. Notes and Crap (entry eight)
    15. Notes and Crap (entry nine)
    16. Desert Rose Shenanigans (Entry One)
    17. Desert Rose Shenanigans (Entry Two)
    18. Notes and Crap (entry ten)
    19. Hakumei Shenanigans (entry one)
    20. Notes and Crap (entry eleven)
    21. 3rd Letter to both Mother and Father
    22. 1st Letter to Xozgoral Manto
    23. Notes and Crap (entry twelve)
    24. Notes and Crap (entry thirteen)
    25. Notes and Crap (entry fourteen)
    26. Notes and Crap (entry fifteen)
    27. Desert Rose Shenanigans (Entry Four)
    28. Notes and Crap (entry sixteen)
    29. Notes and Crap (entry seventeen)
    30. Notes and Crap (entry eighteen)
    31. Notes and Crap (entry nineteen)
    32. Notes and Crap (entry twenty)
    33. Notes and Crap (entry twenty-one)
    34. Notes and Crap (entry twenty-two)
    35. Notes and Crap (entry twenty-three)
    36. Notes and Crap (entry twenty-four)
    37. Notes and Crap (entry twenty-five)
    38. Notes and Crap (entry twenty-six)
    39. Notes and Crap (entry twenty-seven)
    40. Notes and Crap (entry twenty-eight)
    41. Notes and Crap (entry twenty-nine)
    42. Notes and Crap (entry thirty)
    43. Notes and Crap (entry thirty-one)
    44. Notes and Crap (entry thirty-two)
    45. Notes and Crap (entry thirty-three)
    46. Notes and Crap (entry thirty-four)
    47. Notes and Crap (entry thirty-five)
    48. Notes and Crap (entry thirty-six)
    49. Notes and Crap (entry thirty-seven)
    50. Notes and Crap (entry thirty-eight)