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07:48, 7th May 2024 (GMT+0)

Jesse Jumps In.

Posted by PlaytesterFor group 0
Playtester
GM, 614 posts
novelist game designer
long-time gm
Mon 17 Oct 2005
at 03:22
  • msg #1

Jesse Jumps In

You've guided a group of computer geeks up the lower slopes of Mount Rainier, and back down again to a base camp. They have some wonderful pictures, and sore muscles, and one of them feels a bit intimidated, and so wants to show off his expertise so as to prove he's not totally helpless.

So he's dragged out his prototype Palmtop, and connected it to the ancient circuitry of the cabin, and he's giving you a tour with him as guide.  While its buggy as all get out, you're at ease enough to honestly admit that it does look pretty impressive.

So mollified, he begins to turn it off, and then there's a power flicker. A buzz. Probably another squirrel just sacrificed himself, or the wind moved a wire.  The lights go on and off.

Its not a big deal.  And then you turn back to the buzzing Palmpad. A spark launches off it, and the geek tosses it skyward, involuntary muscle reaction, and you dive clear, but not fast enough.  It lands on your leg, and races up your body through the heart, and grounds down into the arm in the overturned cup of healthy water you'd been drinking.

A short circuit is completed with you in the loop.

"OH!!!"

================================================================================

You wake feeling light-headed, and chill, but not bad, laying on what feels like rock.  The air has a spicy, ferny smell, and something is shuffling near you.

PT
Jesse
player, 2 posts
Mon 17 Oct 2005
at 03:34
  • msg #2

Re: Jesse Jumps In

What the....Stupid techno geeks and their toys, almost fried me.

As I notice the sound of something moving near me, I tense up. Going from sitting in a nice warm cabin to laying on a cold rock is enough to make me a little nervous. I decide the best move in this situation is to play 'possum until I can identify whatever is making the noise.
This message was last edited by the player at 03:38, Mon 17 Oct 2005.
Playtester
GM, 618 posts
novelist game designer
long-time gm
Mon 17 Oct 2005
at 03:38
  • msg #3

Re: Jesse Jumps In

The noise sounds human, but lightfooted, and eating, sloppily.

PT
Jesse
player, 3 posts
Mon 17 Oct 2005
at 03:43
  • msg #4

Re: Jesse Jumps In

Cracking an eyelid open, I glance in the direction of the noise. Running a several possible senerios through my head quickly, I decide I should play it loose until I can find out if I'm in a hostile enviornment.
Playtester
GM, 619 posts
novelist game designer
long-time gm
Mon 17 Oct 2005
at 04:07
  • msg #5

Re: Jesse Jumps In

You see a tall, hmm, seven to eight foot, perhaps one eighty pounds at the outside, bipedal covered in short hair what you can see, and covered in a wrapped up blanket which is falling off.  It seems to be shivering.  Its stuffing its mouth with mushrooms? which are growing on the wall of the stone cave you are in.

You blink your eyes in the half-light from the cave mouth. He turns and stares at you with his three eyes.

PT
Jesse
player, 4 posts
Mon 17 Oct 2005
at 12:34
  • msg #6

Re: Jesse Jumps In

Slowly I sit up and face the creature, my eyes widen as I realize it isnt human. Ok Toto, we definantly arent in Kansas anymore. What in the world is this thing, an anorexic big foot?

I ease my hand toward my .45, and in as soothing a voice as I can I say "Easy there fella. Those shrooms dont look too tastey, how about some good old fashioned, government issue MREs?"

I prepare myself for a violent reaction from the creature, but make no aggresive moves myself.
Playtester
GM, 629 posts
novelist game designer
long-time gm
Tue 18 Oct 2005
at 02:04
  • msg #7

Re: Jesse Jumps In

It looks back at you, and then decides you're not a threat, and incuriously returns to stuffing its mouth with mushrooms.  The blanket falls off it, but it seems unable to master getting it back on, and then it lays down trembling.

Your head feels strange, almost stuffed, the closest sensation is like you've just crammed for a test, or have a serious head cold, but you can breathe fine.

PT
OOC: Just keeping the game moving until Mal shows back up. He will take over when he does.
Jesse
player, 6 posts
Tue 18 Oct 2005
at 02:17
  • msg #8

Re: Jesse Jumps In

Shaking my head, trying to clear it, I walk over to the creature, and cover it with its blanket.

"You aint too smart, but at least you aint violent. I wonder how much I can get for a close up picture of bigfoot?"

I take the digital camrea out of my pack that I use for photos of the people that take my survival course, and snap a couple of close up pictures of the creature. Then just to keep the scales balanced, I take out and open a couple of granola and honey bars and leave them next to the creature.

"Ok, time to figure out where I am and get back to base camp before those techno geeks wet themselves."

I put away the camera and bring out my personal GPS and start looking for the exit to the cave.
This message was last edited by the player at 04:08, Tue 18 Oct 2005.
Playtester
GM, 635 posts
novelist game designer
long-time gm
Tue 18 Oct 2005
at 13:28
  • msg #9

Re: Jesse Jumps In

Its not hard.  Just ten feet away.  You stoop to the waist to get out, feeling a bit creaky in the knees, and clamber out on to barren rock dotted with moss.  Already a bit worried, you look out.

Copper colored hills of stone, with moss, snow on the highest peaks, and the infrequent tree roll out away from you.  There are few jagged ridges or spires; its more high hills and rock-strewn valleys.  In the depth of the valleys you see some growth, and perhaps a herd.

In the distance you can see lights glowing toward the horizon, and then tracking them by sight as they climb into the sky brings your eyes up to see the most massive and brilliant display of aurora borealis, the Northern Lights, you've ever seen.  Looking past them into the night sky, which is brighter than a full moon on a cloudless night from the aurora, you see bright, clear stars.

Unfortunately, you don't recognize any constellations.  Not even the Southern Cross.

PT
Jesse
player, 8 posts
Tue 18 Oct 2005
at 22:48
  • msg #10

Re: Jesse Jumps In

What in the world? Wait, scratch that. I think I know whats going on....when that palm pilot thingee almost fried me, I bet it knocked me into a coma. Lots of folks think that people in a coma are dreaming, so I bet this is whats going on. It has to be, or else I'm not only not in Washington, I'm not even on Earth.

Taking out my Smith & Wesson .45, I chamber a round, then put it away and make sure that there is a round in my .308 Remmington.

"Even if this is a coma dream or whatever, you still cant be too careful. God, I wish I was one of those NRA nuts that hunts rabbits with an M16-A4, and used an M-40A3 sniper rifle for bigger game. My .308 is a good weapon, but in this wierd situation I'd prefer a little more firepower."

Deciding to try and conserve my MREs. I start moving to a better vantage point to get a look at the herd in the valley. Just for laughs, I check my compass to see which direction is north. If the dream is gonna last for a while, I might as well use the cave as a base camp. It might be a little chilly, but I'm betting its weather proof and with the small entrance, its highly a defenseable position. I feel a little more confident now that I have a plan of action and think I might even enjoy this if my head would just clear up.
Playtester
GM, 644 posts
novelist game designer
long-time gm
Wed 19 Oct 2005
at 02:56
  • msg #11

Re: Jesse Jumps In

The herd in the valley looks like your buddy from the cave, perhaps twenty of them.

"Wealth if only I could get it down to my house without them all dying from the cold and the hard walk."  A musing voice seems to sound from the air around you.  Your stuffy head feels worse as if its on the edge of a splitting headache.

PT
Jesse
player, 10 posts
Wed 19 Oct 2005
at 03:05
  • msg #12

Re: Jesse Jumps In

Pulling my .45 I spin around trying to locate the sound of the voice, then sag to my knees as the pain in my head starts to get worse and worse. I've been in combat situations with worse pain, but its still hard to focus and my eyes are watering a little.

"Ok buddy, come on out with your hands where I can see them. If you dont, you might just get a terminal case of lead poisioning....along with a fairly large hole through your middle."

Thats right Jess, act from a position of strength, even if you feel like you couldnt fight off a kitten right now. God....when did I get so old? Never mind that, Marines never quit!
Playtester
GM, 647 posts
novelist game designer
long-time gm
Wed 19 Oct 2005
at 03:22
  • msg #13

Re: Jesse Jumps In

"Good surround me, Ancestors preserve me, it was sentient. Oh, I am undone, the shame..."

The pain flares dropping you to your knees.  And then it rapidly fades.

"My humblest and deepest apologies.  Never even in facing true death would I have done this abomination, but your strange vessel seemed unoccupied, and from no where, as if sent in response to my prayers.  There was no glow of mind about it above that of an animal.  But regardless, I have gravely wronged you.  I am Tilnak'thrum of the Red River Village hard by the White Mountain, and but a day from the Ancestors."

Then the tone changes to a prayer.

"Oh great Ancestors, preserve me, for I have fallen into dire mischief..."

The whole time the sound is coming from all around you, and you look about to find anyone, but no one appears.  Nor is there really much to hide in around here.

*The 'thrum' is a counterbass vibrato??.

PT
Jesse
player, 11 posts
Wed 19 Oct 2005
at 03:36
  • msg #14

Re: Jesse Jumps In

Looking around for the source of the voice I remeber this is a coma dream and decide to play along.

"Ok Tilnak, I'll consider forgiving you on one condition. Answer a couple of questions. Where on God's green Earth am I? And more to the point, where are you?"

Wow, I never knew I had such a vivid imagination. This is like something straight out of a Heinlein novel. Get up Jess, its hard to act from a position of strength while your on your knees."

"As for a vessel, I dont have one. But I would dearly love a Humvee right now, and as to my mind not being above that of an animal, its probally old instincts from boot camp kicking in. Boot might have been over 22 years ago, but when a Marine is trained, he stays trained. Where is this Red River Village? I could really stand to resupply a bit, do your stores accept American Express"


OOC: I know the the vessel comment was about Jesse's body, but he is a bit freaked out and not all that rational at this point. :P
Playtester
GM, 649 posts
novelist game designer
long-time gm
Wed 19 Oct 2005
at 04:10
  • msg #15

Re: Jesse Jumps In

"You are standing on the flanks of one of the Cold Mountains, south of my village, and perilously near where the Thanar raiders have come.  As to where I am, ah the shame of it, I am in your vessel.  Stores? We have a blacksmith, and occasionally a trader comes through. American Express...I have never heard of this.

And while I do not long to contradict my unwitting host, but you do have a vessel." Here it begins to describe your body, but from an alien viewpoint.

PT
Jesse
player, 12 posts
Wed 19 Oct 2005
at 04:21
  • msg #16

Re: Jesse Jumps In

"Wait a minute...your inside my head? Thats what your apoligizing for, aint it? You needed a body, and you thought mine was unoccupied. I'll bet thats why I had the splitting headache."

Getting up, I holster my pistol and check my compass. Looking north, I point.

"That way to your villiage? If we get there, can someone get you back into your own body? And whats all this about raiders? What exactlly is a Thanar?"

This is just too sureal. I hope my mind doesnt decide to take a Bodysnatchers twist.

I check my rifle again, making sure that if there is trouble I can make good use of the 700-800 yard range, and beguin walking north.

"Ok Tilnak, explain this to me as we travel, I really need to understand what we might run into and what to expect when we get to your village."
Playtester
GM, 654 posts
novelist game designer
long-time gm
Wed 19 Oct 2005
at 12:50
  • msg #17

Re: Jesse Jumps In

Your arm suddenly points out the direction you expect.

"My village is down that track, but first we need to recapture my riding beast. I left it free when I was about to die. Um, yes, after a bit, I can transfer to a new vessel."

At this time you realize you're not speaking English.
But it still gathers your intent as you go quiet.

"My village fights as need drives it, but we spend most of our days tending herds, and growing crops, and fixing the village.  But the Thanar do none of these things, instead they take from those who have for themselves.  They are an evergrowing menace.  It was my job to try to talk some of the other villages into an alliance, but they would not, and on the way back Thanar ambushed my party, and I escaped by running higher into the killing cold.

Funny, but your vessel does not seem so bothered by the cold."

PT
Jesse
player, 13 posts
Wed 19 Oct 2005
at 18:29
  • msg #18

Re: Jesse Jumps In

"Its a little chilly, but I'd hardly call it cold. Lets go find your ride and head out...just another quick question before we go. Those three-eyed, hairy things. What are they? The one in the cave had covered itself with a blanket, so I'm assuming they have some sort of intelligence. And why wasnt that one with the rest of its kind down in the valley?"

As more and more questions start to pop into my mind, a practical one rises above the rest. Instead of asking, I decied to figure it out for myself.

Can you hear this Tilnak? It would be very useful in certain situations if I didnt have to speak out loud to communicate with you, but since you thought my body was mindless I need to find out if we can talk with just our thoughts.
Playtester
GM, 667 posts
novelist game designer
long-time gm
Thu 20 Oct 2005
at 14:10
  • msg #19

Re: Jesse Jumps In

The response comes as always.

"That is my former vessel. Poor thing. It served me well.  No, I had covered myself with a blanket for I was freezing.  And then you appeared out of nothing.  And as to why it was not with the wild vessels, well, I owned it.  It was part of my herd.

Oh indeed, I can hear you.  I should be able to figure out how to communicate that way, but I thought it less invasive to simply excite the nerve that comes from your ear rather than stick my fingers deeper into your side of this vessel's brain.

You do know that there is a lot of unused space up here, of course.  Quite capacious it is.  Do you know where I could get other vessels like this one?"

PT
OOC: Heh, heh.
Jesse
player, 14 posts
Thu 20 Oct 2005
at 15:15
  • msg #20

Re: Jesse Jumps In

Walking in the direction Tilnak indicated his transport beast was in a I ask him about the availability of water, game animals, and when and where I should be looking out for the Thanar.

"Yeah, I know there is plenty of space. Humans only use about 10% of our brains, we are still evolving and the rest will come into play at some point in the future...unless you know how to unlock it for me? A lot of people think that we would have some rather unusual ablities if we had access to those parts of our brains that arent currently in use. Telepathy, telekinesis, pyrokinesis, foresight...things like that. If you knew how to open those areas to me, I would consider your hitching a ride in my head paid in full."
Playtester
GM, 674 posts
novelist game designer
long-time gm
Thu 20 Oct 2005
at 22:58
  • msg #21

Re: Jesse Jumps In

"Very odd concepts those, but then a typical vessel's brain has very little space left over.  Perhaps you are right.  I do see some odd structures in your vessel's brain whose purpose I don't understand.  I will study on this.

If you like, I can teach you pain control.  Its a simple matter to reroute information from a vessel that registers as pain as something else, perhaps a numerical count."

And then in the distance you see a large, riding size, lizard with a saddle, but no stirrups, and a box of javelins,and some saddlebags.  It looks up at you curiously from about fifty feet downhill.

PT
Jesse
player, 15 posts
Thu 20 Oct 2005
at 23:08
  • msg #22

Re: Jesse Jumps In

Heading toward  the lizard I get a little nervous. I had a Savannah Monitor when I was a kid, and that thing was evil. Carefully I make my way toward it, giving it time to catch my scent.

"Pain suppression, huh? That could come in handy. Except instead of a numerical count, how about the creedo we used in the Marine Corp. "Corp,God,Country'. That would fit my personality a little better."

I circle the lizard watching for any aggresive moves on its part and keep my hands on my rifle.

"Uh Tilank, are there any special instructions I need to handle this beast?"
Playtester
GM, 677 posts
novelist game designer
long-time gm
Thu 20 Oct 2005
at 23:47
  • msg #23

Re: Jesse Jumps In

"You need to show it that you're dominant without scaring it so that it thinks you're going to eat it."

You get closer, and the creature balefully glares at you.  It flicks out a long tongue.

"Um, I just realized.  You don't smell like a regular rider."  Thats a definite note of fear in Tilnak's "voice".

PT
Jesse
player, 16 posts
Thu 20 Oct 2005
at 23:59
  • msg #24

Re: Jesse Jumps In

I've spent enough time on horseback to know how to deal with a fiesty mount....but I hope it works on lizards too, or I just might lose an arm. I grab for its reins with one hand and give it a sharp, but not excessive slap to the snout, then in a strong but not loud voice I say:

"Easy there. Settle down and we will get along just fine."

Get ready with that pain suppression stuff Tilnak, if this doesnt work I think I'm gonna need it.
Playtester
GM, 679 posts
novelist game designer
long-time gm
Fri 21 Oct 2005
at 03:06
  • msg #25

Re: Jesse Jumps In

You smack it, and it bobs its head in submission, and then you vault on the back.

Tilnak laughs in your mind.

"A true natural. I've rarely seen it done better."

The lizard looks back at you for directions, and you start it heading toward Tilnak's village.

The miles pass under its feet...

PT
OOC: How good are you at riding?  I'm going to have to increase that a bit after these experiences, and your very good dice roll.
Jesse
player, 17 posts
Fri 21 Oct 2005
at 03:15
  • msg #26

Re: Jesse Jumps In

It takes me a while to get used to the gait of a lizard mount, its not much like riding a horse, but I adjust pretty quickly. I decide I need to check the saddle bags and the javelins.

"Hmmm, I'm not sure if I'm going to be able to use these javelins or not. I guess I could handle them in a stabbing motion, like a bayonet, but as far as the throwing is concerned, I'm going to have to pick it up as I go along. I can throw a knife well enough, but the balance and dynamics are totally diffrent."

I keep my eyes open for water, anything that looks like game, and most importantly, Thanar. While riding I break out an MRE and my canteen just to keep my energy up.


OOC: IRL I'm a very good rider, and I think Jesse would be too. He hunts a lot, and there are places you cant get a truck to, and ATVs tend to scare game away. So I would think he would be fairly skilled.
This message was last edited by the player at 03:22, Fri 21 Oct 2005.
Playtester
GM, 685 posts
novelist game designer
long-time gm
Fri 21 Oct 2005
at 14:42
  • msg #27

Re: Jesse Jumps In

You descend into a valley, and you are grateful for the lizard's flexible feet.  A horse would have a hard time in this rock-strewn wasteland, but the lizard...takes it in stride.

You see a small herbivore, about the size of a fox.  But Tilnak is uninterested.

He points out across the valley, about two to three miles, a cleft in the cliff face.

"The pass to my home.  Beyond that is another mountain, a valley, another mountain, and then we come into my homelands."

PT
Jesse
player, 18 posts
Fri 21 Oct 2005
at 14:47
  • msg #28

Re: Jesse Jumps In

"So in other words, we are on the right track, but we stil have a long ride ahead of us? Thats ok with me, I wouldnt mind learning that pain suppression trick on the way, and if you keep studying those 'srtange clusters' in my brain maybe we will have something new to experiment with."

Just for laughs, I practice throwing javelins, then leaning down in the saddle and grabbing them as we pass by. It may be a low tech weapon, but I kinda doubt I'll get any sort of supply drop and I should attempt to conserve my ammo as much as possible.
Playtester
GM, 686 posts
novelist game designer
long-time gm
Sat 22 Oct 2005
at 03:16
  • msg #29

Re: Jesse Jumps In

You start tossing the javelins, and are getting used to them when Tilnak offers to show you how to do it.

"Not that I am a great warrior."

A bit later, he shows you a mental image.  A box into which red light flows, and inside it is turned into words.  He commands you to hold this image clearly in your mind.

Suddenly, the pain from your war-wounds fade, and you hear a distant chant.  "God, Corp, Country." repeated over and over like there was a line of marchers moving past you with their voices raised in chorus.

But your wonder at it dissolves the box, and the pains come back.

PT
Jesse
player, 19 posts
Sat 22 Oct 2005
at 05:18
  • msg #30

Re: Jesse Jumps In

I try to picture a company of recruits marching within a square with red flood lights over them, calling the cadence "God, Corp, Country", hoping that will bring back the momentary relief I felt.

"That was nice, I need to practice throwing and working on relieveing the curse of age all at once."

As we travel on I attempt to work on both at once.
This message was last edited by the player at 05:33, Sat 22 Oct 2005.
Playtester
GM, 693 posts
novelist game designer
long-time gm
Mon 24 Oct 2005
at 03:08
  • msg #31

Re: Jesse Jumps In

The box stays put, and the javelin's still keep flying in a straight line, and you realize your Marine Corp training is coming into use.  A disciplined mind is a fine weapon in this bleak, new land.

You traverse most of the valley, and are coming up on the cleft in the cliff-face.  The cliff goes up say seven man-heights, and it does offer an abundance of handholds.

The mere concept of rock-climbing makes your visitor's laughter surround you.

"How delightfully weird!"

Below your lizard's splayed, yellow-tinged web feet, a dozen rocks ranging in size from a basketball to a refridgerator lie in his shadow as the early morning sun rises like a laser blast to the eyes.

It makes it hard to see, but a javelin clattering to a stop next to your lizard catches your attention.  It has a bag attached to it, near the spear head.  The bag is empty and seem to be made of a fur taken.

"Fill the bag" You hear.  The call comes from up in front of you.  Its hard to see in the dazzling light.

Highwaymen.

PT
Jesse
player, 21 posts
Mon 24 Oct 2005
at 03:18
  • msg #32

Re: Jesse Jumps In

Awwww crud. This definatly could be bad.

I lean over and pick up the javelin and make a closer inspection of the bag, while stalling for time.

I'm guessing these are the Thanar? OK Tilnak, any suggestions on how to deal with these guys? I'd rather not have to start killing them...especially since I cant see them very well.

I ease my rifle around and click off the saftey, while concentrating on where the voice had come from.
Playtester
GM, 695 posts
novelist game designer
long-time gm
Mon 24 Oct 2005
at 16:04
  • msg #33

Re: Jesse Jumps In

"Continue stalling as you are.  The sun will be off the horizon in a couple minutes, and you'll be able to see better.  These are not Thanar. Simple brigands they are.  The Thanar would not be content with your wealth."

Tilknak pauses.

"I can see them just at the outer range of my Mindsight.  Perhaps forty-sixty of your steps ahead."

Another shouted demand, and your ears agree with his Mindsight, whatever that is.  Your eyes are watering, and you are keeping the crown of your head tilted toward the sun to reduce the blinding glare filling the flat rocky valley floor.

PT
Jesse
player, 22 posts
Mon 24 Oct 2005
at 22:32
  • msg #34

Re: Jesse Jumps In

Alright Tilnak, you might not like whats going to happen next. Its time for an object lesson, and these thieves are the ones unfortuanate enough to be the target of it. I'm going to set a standard of brutality toward anyone who is hostile toward me...I mean us.

I pause and try to gain some sense of how many of them there are, and what their approximate locations are.

My plan is to kill all these brigands except for one to tell the tale of what happened today. Believe it or not by being excessivly bloody in this conflict, it will save lives later on. If the people of this world realize that I'm a stone cold killer when provoked, few if any will attempt violent actions towards us, so in a way I'm going to be killing to save lives.

I slowly back the lizard up and scan for a boulder or ditch to use as cover while I'm firing.

If there are a lot of sudden loud noises, will the beast run away? And do you have any idea of how many of them there are?
Playtester
GM, 700 posts
novelist game designer
long-time gm
Tue 25 Oct 2005
at 02:00
  • msg #35

Re: Jesse Jumps In

"They have chosen to set up on us, and no doubt, if you are of tender feelings, they have a jumpstone so that their souls may travel back to the Ancestors, if they are lucky."  There is a surprising degree of brutality in his voice, strengthened by recent memories of pain and loss, but also it seems of some long standing.  It occurs to you that Tilnak did have some useful comments on throwing javelins which showed he had at least trained to fight or hunt before.  At a minimum, he's at least as hard-nosed as a modern hunter.  While he's been very apologetic toward you, that because he feels himself guilty of a severe crime against you.

Your vision starts clearing, and another javelin lands on your other side.  No doubt as an encouragement.

"I think there are four of them. This is a battle trained beast.  It will not run from noise of war."

You can see, as shapes, three of them, about sixty feet ahead.

In this valley there are plentiful spots that meet your need.  You take a few steps, off the "path" and have seventy percent cover.  Now you can see them more clearly as the sun has almost completely risen.

They seem to be making ready to advance.

PT
Jesse
player, 23 posts
Tue 25 Oct 2005
at 03:25
  • msg #36

Re: Jesse Jumps In

I sight in on the furthest and take a deep breath, release half of it, and slowly squeeze the trigger. I eject the spent round, and slide a fresh one in the intake so I have enough shells in the rifle for the rest of them...assuming my aim is as true as it always has been in the past.

I'm going to take out the furthest ones first, if the ones in front dont see the ones behind them fall they might keep comming and I can kill the last three, and then give the first one a very painful but not fatal wound.
Playtester
GM, 707 posts
novelist game designer
long-time gm
Tue 25 Oct 2005
at 04:33
  • msg #37

Re: Jesse Jumps In

Your bullet catches the last one over a "moundulous" rock, high in the chest.  He spins about, and flops down behind the rock and out of sight.  The lizard starts, but there is no time to consider that.  Your second shot takes the next in your list, in the chest as well, but he drops howling.  The other two, turn to look at him.

You groan,and take a quick shot.  It smashes the third in the leg.  The fourth has vanished.  You finish off the third, just in time for the lizard to run right over the top of you and stampede for the horizon.

You're not dead, but having a huge lizard use you as a rug has to rank low on the list of experiences you want to repeat.  You have been forced to let go of your pain control by the shock of it.

OOC: Very bad GE roll on the lizard question.  So you got Tilnak in all honesty thinking it would be okay, but he did not anticipate how loud your rifle would be.

PT
Jesse
player, 24 posts
Tue 25 Oct 2005
at 04:56
  • msg #38

Re: Jesse Jumps In

OUCH!!!!!!!!!

I slowly raise to a sitting position and take inventory of the injuries caused by the lizard. I reload my rifle and police up all the spent shells, who knows I might find a way to reload them at some point.

"God Jess, your getting old. 15 years ago that idiot would have dropped without a scream, and a shot in the leg? Your slipping boy, your slipping."

You still there Tilnak? If so I could use some help with the pain suppression. I cant seem to maintain it myself, and I have to track that gun shy lizard down so I dont have to limp all the way to your village.
Playtester
GM, 712 posts
novelist game designer
long-time gm
Tue 25 Oct 2005
at 13:49
  • msg #39

Re: Jesse Jumps In

You suddenly feel the pain go away.

"I'm still here. What weapon was that? It sounded as if you carried thunder in your hands, and then you struck them down with flame."

You roll to your feet.  You can't be sure, but you think from the remembered pain that perhaps something in your rib cage went sproing!  And your left shoulder is out of its socket.  Your face is covered with some mix of blood and small stones which you brush off.  Your right eyelid seems to want to stick shut.

As to internal injuries?

PT
Jesse
player, 25 posts
Tue 25 Oct 2005
at 21:33
  • msg #40

Re: Jesse Jumps In

OK Tilnak, we can talk about my weapon a little later but we have more pressing concerns now. I'm injured, possibly very badly and if we dont do something about it soon, I might be looking for another 'vessel' myself. The big problem there is that my people cant jump from body to body, so if I die, thats it. I'm dead, end of story.

I think about something Tilank told me earlier and feel the slightest glimmer of hope. If this little idea works out, he just might be able to save my butt, and get me to his village instead of the other way around.

You said those raiders have a portal, or gate or something to get them back to their Ancestors, right? Could you use it to get back to your village? If you could do that and then send a healer this way, I might make it, but if not...internal injuries are a really crappy way to die. Just a thought...could you check on those, and maybe speed my body's healing process?

As I wait for his answer, I remove the strap fropm my canteen and use it to rig up a makeshift sling for my left arm, then place my canteen in my pack.
Playtester
GM, 717 posts
novelist game designer
long-time gm
Wed 26 Oct 2005
at 02:34
  • msg #41

Re: Jesse Jumps In

"Dead? What madness is this?"  You can feel Tilnak pausing, and then suddenly you feel his "fingers" rummaging through your memories and thoughts.

"What in all the lands under the Flux are you?  A creature bonded to ....no, you're right. We must get you healing if we may.  I am sorry, but the gate does not work that way.  It allows one of the People to mayhap jump to the Flux, and take up residence there before one faces True Death.  But once in the Flux, you can't just leave at will.  I could be waiting in the Flux for decades.  Longer even.

Yes, I will study your body."

Over the next few minutes you feel a variety of strange sensations.  Tickles, spikes of needles, and chills race up and down your body.

"I don't think you have something irreparable broken inside you.  I could be wrong.  I had to give light to various parts of your body in order to see them, and to do much talking to your light bearing streams that congregate in your head.  I could continue, but I'd have to stop holding off the pain."  He sounds exhausted.

PT
Jesse
player, 26 posts
Wed 26 Oct 2005
at 02:55
  • msg #42

Re: Jesse Jumps In

I'm sorry Tilnak, I just realized how much I've been asking of you and I dont think I've said thank you once....or even properly introduced myself. My dear old mother, God rest her soul, would skin me alive if she knew how rude I've been. My name is Jesse Taylor, I'm a human, retired Master Gunnery Sergeant in the United States Marine Corp.

Thinking about the things that have happened to me, I beguin to doubt that this is all just some coma dream. I've never felt pain in a dream that I could remeber, but being on another planet with an alien in my head?

I was a warrior for my...tribe. I fought in many battles and saw a great deal of my world. I left the military after 20 years of service, and retired to Washington where I strated a survival school with a friend from the Corp. There, I guess that hits all the major highlights about me.

Hearing the exhaustion in his 'voice' I decide Tilnak needs something of a break and brace myself for the pain I know is going to come very soon.

Listen bud, you sound pretty tired so why dont you take a nap or what ever you do to rest? I'll try to take over the pain suppression myself, and if I cant maintain it...well, I've dealt with pain before. My biggest worry is my left shoulder, I know its dislocated and if I dont get it back into socket soon, its going to start to swell up and it will be that much more difficult to treat. I could relocate someone elses shoulder, but if I tried to do my own I'm pretty sure I would black out from the pain.
This message was last edited by the player at 04:34, Wed 26 Oct 2005.
Playtester
GM, 723 posts
novelist game designer
long-time gm
Wed 26 Oct 2005
at 14:50
  • msg #43

Re: Jesse Jumps In

"Jesse'thrumTaylor. It is a good name.  You speak of many strange things. God. Corp. Country, and now Mother.  Perhaps later you can explain as we sit at our ease in my home before my fire.

Warrior makes sense.  You are resilient and lethal, more than any I've known. One of my old vessels would have already expired from the damage yours has taken.

I am tired. I had to spend of my self to light your body.  But from what you say, you need to heal your shoulder.  From what I see, you can handle the pain suppression, if you are not startled or too much pressed.  I think it would be best if we fixed your shoulder first, and then I could give the job over to you, and let the light of the sun revive me?"

PT
Jesse
player, 27 posts
Wed 26 Oct 2005
at 23:42
  • msg #44

Re: Jesse Jumps In

Alright, but you had better stay on top of the pain suppression cause this is gonna hurt like all get out.

I take the improvised sling off and tie one end to my left arm just above the elbow and the other to my left boot. With a slow steady motion I extend my left leg until its straight and the arm is pulling back into place, then with my right hand I guide the shoulder back into socket. I untie the strap and set it back up as a sling agian, pop three Asprin from my first aid kit to help with the swelling a little and use some antiseptic pads to clean the cuts on my face and right eye.

OK Tilnak, I'll try and take it from here, get some rest my friend. I think I'm going to check the bodies of the three I killed for anything useful and try and find that flighty lizard while I'm at it. I'd rather not have to walk all the way to your village if I can avoid it. I'm getting a little too old for forced marches.

I slide the strap of my rifle onver my right shoulder and draw my .45 before investigating the three corpses, looking for anything I might be able to use later.

God, Corp, Country. God, Corp, Country. God, Corp...ect.
Playtester
GM, 731 posts
novelist game designer
long-time gm
Thu 27 Oct 2005
at 01:53
  • msg #45

Re: Jesse Jumps In

You pop your shoulder back into its socket on the first try, and fairly smoothly transfer over the pain control, although for one second you're not covered, and tears spring to your eyes.

Looking over the bodies, you find four more javelins, a pair of bronze swords, a bag held by one guy of a dozen silver coins, of varying sizes, and differing symbols, along with a flint and steel tinderbox (so why do they have bronze swords?), a flint knife, and a leather piece rolled up, with strange script upon it.

There's a small, dinner sized circular, rough-hewn plate set in the ground, but Tilnak revives enough to tell you not to get close to it, before he fades back out.  It looks like magnetite rock.

You also see they have two equipped riding beasts that are tied down by heavy rocks and ropes.

PT
OOC: And thats a GE 5 roll. Very lucky.
Jesse
player, 28 posts
Thu 27 Oct 2005
at 02:02
  • msg #46

Re: Jesse Jumps In

Ahhh, the spoils of war.

Grinning I gather up all the equipment I've taken from the dead thieves, and carry it over to the two lizards. I load one with all the equipment except for the  rolled up leather with symbols on it. That I tuck into my shirt to show to Tilnak after he is rested. I tie the reigns of the loaded beast to the saddle of the unburdened one, mount up and head out for Tilnaks village, keeping my eyes open for trouble and the other riding beast.
This message was last edited by the player at 12:30, Thu 27 Oct 2005.
Playtester
GM, 733 posts
novelist game designer
long-time gm
Thu 27 Oct 2005
at 14:08
  • msg #47

Re: Jesse Jumps In

You ride through the cleft in the rocks, and into a tunnel formed of the two cliff faces leaning together far over your head.  Its not very dark as the other entrance is not very far away.  You ride about fifty feet through the twilight cave, around some small twists, and back down and out into the light.

A mountain rises off to your right forward, about 2 O'clock, and at 10 O'clock the new valley stretches away from you.  There's a passage off to your right at 4 O' clock, and the rest is mountains and cliff faces.

You head across the new valley, step over a tiny creek, and continue on up the slope of the mountain.  As you get higher on the mountain, you realize your stomach is rumbling.

PT
Jesse
player, 29 posts
Thu 27 Oct 2005
at 23:05
  • msg #48

Re: Jesse Jumps In

I break out an MRE and wolf it down pretty quickly, then wash my meal down with some water from my canteen. The long ride with Tilnak asleep has given me some time to think about his problem with the Thanar, and I've come up with some ideas about how to improve their chances in an open conflict.

Being a soldier for as long as I was, I've read a great deal about historcial warfare, and some of the more primitive methods seem like they would work perfectly here...as long as his people arent too squeemish. I start looking around for trees, and try to spot hardwoods and softwoods, they are both fairly important to my plans, but there is a lot I need to know about Tilnak's village. He already mentioned there was a blacksmith, so I'm sure at least a few of my plans will work, but I have to remeber to ask him if his people have saltpeter, charcoal and sulfur. The sulfur isnt absolutely needed, but it makes the mixture work a lot better. I can manufacture the other two ingredients given enough time.

While I'm thinking and am relativly alone, I check out the bronze swords and the flint knife, then something hits me. If they have steel for tinderboxes, they should have everything else I need to set up a workable defence, and a truely terrifying (to primitive people) offence.

Things are looking up Jess. You might have retired from the Corp, but it looks like your back in the soldier buisness again.

I smile a little at that thought. I've been a soldier since I was seventeen, and I did really feel comfortable as a civilian. My only worry is how the folks in charge of Tilnak's village are going to react to my presence and my ideas.



OOC: Since Jesse is a survivalist and a former soldier this stuff should be right up his alley.
Playtester
GM, 743 posts
novelist game designer
long-time gm
Fri 28 Oct 2005
at 03:33
  • msg #49

Re: Jesse Jumps In

So far, you haven't spotted any trees.  Rocks, moss, low brush dominate the landscape with the interspersal of mushrooms, and some grasses.

You climb over the mountain, and look down into a valley.  All the buildings are simple huts, except for two.  There is a fence wall, about six feet high around the village.  The small creek goes through the center of the village, and its obviously been leveed.

A long building in the center, and a stone motte and bailey castle on the outskirts, and a number of stone fenced fields.  Some growing mushrooms, and some filled with various herds of riding beasts, vessels, and some smaller creature.

Its odd to see a "vessel" holding a whip, and guiding several other vessels with it, but you can see the difference, the intent in the first, and the sheep-like nature in the latter.

Its close to nightfall.  Tilnak has awoken.

PT
Jesse
player, 30 posts
Fri 28 Oct 2005
at 03:46
  • msg #50

Re: Jesse Jumps In

Ok Tilnak, what now? Do we just march right in or should we wait for morning?

I ask him about the saltpeter, charcoal and sulfur, then settle back double checking my equipment and getting ready to settle in for the night if needs be.
Playtester
GM, 747 posts
novelist game designer
long-time gm
Fri 28 Oct 2005
at 15:11
  • msg #51

Re: Jesse Jumps In

"We should march in as you are ill."

You ride down the last of the mountain, and cross the valley to be met at the gate by a crowd of around a dozen 'vessels'.

"Tilnak? Is that you? We gave you up for dead.  Where did you get this strange vessel of yours? What happened?"

PT
Jesse
player, 31 posts
Sun 30 Oct 2005
at 21:59
  • msg #52

Re: Jesse Jumps In

As I ride in I look around to get a better feel for the way the village is laid out. I dismount as I come up to the small crowd of people and start explaining the situation to them.

"Yes Tilnak is here with us, but he isnt in charge. We need to get him a new vessel because this one is still occupied. Appearantly my mind works in a way that isnt decectable to you folks and he didnt realize that I was intelligent until he tried to use my body. We have worked things out between the two of us and everything is cleared up."

I wince a little as the cuts on my face start to open up a little from all the talking.

"If you folks dont mind, I need a place to lie down and rest as soon as we get Tilnak set up in another vessel."
Playtester
GM, 757 posts
novelist game designer
long-time gm
Mon 31 Oct 2005
at 15:23
  • msg #53

Re: Jesse Jumps In

For a minute nothing happens, and then one of them, obviously one of the more important, speaks seeking clarification.

"You mean Tilnak'thrum has committed grave sin and crime, and inhabited a vessel already in use by another?"

Tilnak is saying something, but it sounds more like whimpers mixed in with predictions of "we are so dead."

PT
Jesse
player, 32 posts
Mon 31 Oct 2005
at 23:48
  • msg #54

Re: Jesse Jumps In

Getting a little irritated because I've already said that things are worked out, I automatically fall back into the habits of a career sergant. My shoulders straighten, which hurts enough to break through the pain suppression...making me feel even meaner, my eyes narrow, and I switch to the standard aggresive posture used for dealing with new recruits.

"Can YOU detect my mind? If so I'll bet your getting fairly uncomfortable with the things I'm thinking right now. The words 'Mule headed jackass' keep popping into my head when I think about the fact that my friend made a mistake that ANY of you would have, and now your ready to condem him for it."

I start to pace in circles around the speaker, looking at him like you might look at something nasty you stepped in, before you scrape it off the bottom of your boot.

"I have already stated that Tilnak and I have worked this little situation out, and once we get him into a new vessel, the problem is solved with no harm or foul. What part of that didnt you understand? Do you need me to speak slower, or maybe use smaller words?"

Now that I've gotten started, I just continue to steamroll along, not letting anyone get a word in edgewise. The volume of my voice never raises, but my tone is definatly icy.

"As a matter of fact, Tilnak's insight, information, and observations have played a major role in my survival in this world. Without him I would most likely be dead at this point." Ok Tilnak, I know thats an exaggeration, but just let me work here. I'll have an apology for you in a few minutes. "He has gone above and beyond the call of duty in keeping me informed of dangers, and helping me deal with those four bandits we encountered on the way here. I have my doubts that ANY of you could have done better, even if you had found the courage to leave your little hidey hole and attempt to deal with the Thanar."

I stop cold and give the person that had spoken of Tilnak's 'Sin' a murderous look.

"Care to change your tune a little now?"


OOC: I know its a long post, but once I got started it was a little hard to stop. :P
Playtester
GM, 765 posts
novelist game designer
long-time gm
Tue 1 Nov 2005
at 05:10
  • msg #55

Re: Jesse Jumps In

They flutter back in shock, and then as you pace around the speaker, he puts his hand on his sword, but he does not draw it.  You make a note in your head of when he did so, and don't get any closer, and no blood is shed.

"We sent out Tilnak'thrum to raise an alliance to resist the Thanar.  We want to fight them, but we need help. As to Tilnak's grievous crime, even if it is unwitting, it still is a crime.  We will have to discuss things in council tonight."

And then he backs up, nods quickly, and begins to walk away.  The others stare at you,and you can see a few of them measuring you, as if wondering just how tough you are, but then they step aside, at least for now.

This opens a path into the village.

PT
OOC: Long is fine. I enjoy reading long.
Jesse
player, 33 posts
Tue 1 Nov 2005
at 05:29
  • msg #56

Re: Jesse Jumps In

Alright bud, the apology might take a little longer than I expected, but I've made the first and most important step. I backed their big dog down, so now things will get a little easier....but I think that nice long rest I had in mind might just have to wait. I'm going to do and say some things over the next couple of hours, maybe even the next couple of days that will seem overly rude and aggresive, but they are all for the best so bear with me.

I gather the reins to the riding beasts and pick out one of the more curious onlookers. Now that I've antoganized one of them, I need to gain a little support with a few. Divide and conquer tactics.

"Excuse me neighbor, could you show me the place where Tilnak stables his riding beasts? I also have a few supplies that I took off of the bodies of the raiders I want to sell, and I need to know where. If you would be so kind as to help me with these small things, I'd be willing to give you one of the bronze swords I took as spoils of war."

While I wait for an answer, I decide I need to fill Tilnak in a little more on my plan to help him avoid punishment for an honest mistake.

I know your ready to get into a body of your own bud, but for the moment I think its safer for the both of us if you stay where you are. Safer for me because I dont have any allies in your village aside from you, and I just did my best to insult someone in authority. Plus I need someone to let me know the local customs and keep me from making too many mistakes. Safer for you because I doubt they will try any punishment while your still in my head. Let me have a crack at this counsil of yours tonight, and I think we can settle this matter in a way we can all deal with. I think I also need to demonstrate my weapons, something short range...maybe 20 or 30 paces. I'll show them some of my 'thunder and fire', that might make them more willing to listen.
Playtester
GM, 769 posts
novelist game designer
long-time gm
Tue 1 Nov 2005
at 06:18
  • msg #57

Re: Jesse Jumps In

His face suddenly distorts, and you hear Tilnak murmur.

"Great. You've ticked off Murr-at-kapp-thummmm.  He thinks you're implying that he's a bandit, and has to use a bronze sword because he's too poor to own a good one. While he is poor, he's also proud and touchy, and too honest to bandit."

The other turns away, and you see the rest step back as well.

Tilnak speaks in response to your plan.

"I think you may succeed, and I think at this point the only thing to do is to press forward.  I didn't realize you were going to simply tell everyone.  I thought we'd lie, but I guess thats not your nature.

But, I can't jump to another body.  Not yet.  It takes at least a thirty-day for one of us to recover from an emergency jump.  If I jump too early, I risk insanity.

And if you want me to advise you, then you need to ask me first before you jump in.  But then again, I'm not being tied up,and tossed in a cage to be offered to the Flux right now, so on the whole your methods have some merit."

PT
This message was last edited by the GM at 06:23, Tue 01 Nov 2005.
Jesse
player, 34 posts
Tue 1 Nov 2005
at 13:46
  • msg #58

Re: Jesse Jumps In

I quickly choose a target close to the person walking away from me. Far enough away from him that there is no danger of accidenally hitting him, but close enough that he cant help but see it be knocked over, shatter or explode. I drop the reins of the riding beasts and step on them then draw my pistol and fire.

"Murr-at-kapp!. If I had thought you were a bandit, I would have never offered to trade you a weapon in exchange for guiding me through you village, I would have simply killed you."

I holster my pistol, grab a bronze sword from the pack beast, and walk into Murr's path and throw the weapon down on the ground at his feet. Clearing my voice of aggresion, I speak as calmly as I can.

"Keep the weapon, sell it, or throw it away. I dont care which. I offered goods in exchange for an honest service. Are my weapons too shabby or are you simply too proud to take payment for a days work? And believe me neighbor, its gonna be work. My shoulder is injured from being used as a door mat by a riding lizard, and I'll need someone to carry the remaining goods, and care for the animals."

As I wait for his response I pick up the pain suppression mantra again.
Playtester
GM, 770 posts
novelist game designer
long-time gm
Tue 1 Nov 2005
at 14:53
  • msg #59

Re: Jesse Jumps In

You put a slug through a clay pot, and shatter it into a dozen pieces.  Murr-at-kapp spins toward the noise, and then back to the pot, and then back to you. You can see he is struggling to figure out what is going on.  His sword is out, and so is everyone elses, and the rest of the village has spilled out of their huts.

You stalk over to him, and throw down the sword, and you can sense on a deeper level than you're accustomed to that everyone is paying extremely close attention to you.

You make your speech, and he stares at you for a full minute.  No one moves, and your throat gets dry realizing that if he attacks you, probably everyone in the village is going to jump you at the same time.  But if you move to defend yourself, thats very likely to provoke the same response.

Then he bends over, and picks up your weapon, and gently and respectfully hands it back to you.

"I will help you, but this is too much for that.  You can give it to me later when I have helped you enough for such a gift."

Your stuff is quickly gathered by those standing in the gate, and everything is brought to Tilnak's hut, which while it is not the nicest, is still on the nicer side for stone huts.  Evidently being a Shepherd/Ambassador is "upper middle class" for the People.

The big man then hands you a goblet, and pours from a jug, as you stand in Tilnak's doorway, surrounded by the crowd.  He takes a sip, and then hands it to you.

It looks vaguely like milk.

PT
Jesse
player, 35 posts
Wed 2 Nov 2005
at 00:06
  • msg #60

Re: Jesse Jumps In

Well now...lets hear it for Marine diplomacy! OK Tilnak, I think the best approach is one of honesty, if not polietness. Now that I've won Murr-at-kapp over, I'll attempt to solidify that friendship before I work on too many others. We can rule out the nice guy method because of my actions earlier, but I think I can still pull off respectful but distant until I'm ready to work on gathering more allies. I guess since I'm going to be using your home as a base of operations, I'll make myself at home and invite Murr in as well. If I breach any local protocols, you can always use the fact that I'm controling things and I'm not the easiset person to placate.

I take a small drink of the liquid Murr-at-kapp hands to me. Since he has shown that it isnt poisionous, it would make me seem distrustful of him if I refused. I invite Murr in and ask him to explain to me what the capablities of the local blacksmiths are, what they use for fuel in their forges, and what metals they have avalible to them.

While Murr is explaining the things to me that you already know, why dont you fill me in on what to expect at this counsil tonight. I need to know who might speak for you, and who will be against you...besides the guy I insulted earlier. And just what have I been drinking? It looks like milk, but it tastes....odd.

I take the sword that I offered to Murr-at-kapp and place it on the mantle, then turn to him and grin.

"Tilnak tells me that you are an honset person, so I'm going to leave this weapon here. When you decide that you have done enough to earn it, its yours to take. You know the value of your labor better than anyone else, so I'll be guided by you in this matter."

I look around for a comfortable place to sit while Murr-at-kapp is explaining to me about the blacksmiths.
Playtester
GM, 778 posts
novelist game designer
long-time gm
Wed 2 Nov 2005
at 02:38
  • msg #61

Re: Jesse Jumps In

The drink is some form of milk, but unfamiliar to you.

"The local blacksmith?  He uses blackrock, and occasionally charcoal, but that is expensive as wood must be brought a great distance.

We have copper, bronze, tin, silver, gold and iron.  The five metals that the world's bones were made of.  But a twenty year ago, we discovered from a trader how to make iron into steel.

But our blacksmith cannot make swords. For that we must travel a week.  And the last party to go and buy swords never came back.  He can make javelin heads."

Tilnak speaks, but as usual, only you can hear him.

"Its vessel milk."

Murr-at-kapp stares at you.

"Very well done, Jesse'thrumTaylor. You would make a fine ambassador."  Tilnak congratulates you as Murr-at-kapp stammers out his thanks.  You find a bed pallet, and a pair of stone seats, and a table, but all of it is sized for a skinny, seven-eight foot tall alien, and not for a human.

PT
Jesse
player, 36 posts
Wed 2 Nov 2005
at 02:46
  • msg #62

Re: Jesse Jumps In

"Murr-at-kapp, how skilled are your local carpenters? I have a few ideas for dealing with the Thanar that would require their craft as well as that of the black smiths. Swords wouldnt really be needed, something close to an arrow head would work just fine. Do you think they could make this? "

I roughly draw a crude crossbow in the dust on the floor.

"Also, do your people have sulfur and saltpeter? I could use those to items and the charcoal to make a few nasty little surprises for the Thanar. It would put your people in a better situation in battle."

As I look at the furniture, I decide that it just wont do. I decide to let Murr handle the matter for me.

"I would also like to hire someone to make me a comfortable chair and bed...one that fits my frame better than your native ones. I may not be as tall as your vessels, but I'm a lot broader and heavier. If you are skilled in such things, you earn your sword quicker, if not, I would appreciate you commisioning them for me. I would consider dealing with the local craftsmen to be a very important service, and if you can do it without making me a pauper, all the better."
This message was last edited by the player at 04:03, Wed 02 Nov 2005.
Playtester
GM, 783 posts
novelist game designer
long-time gm
Wed 2 Nov 2005
at 15:27
  • msg #63

Re: Jesse Jumps In

"We have one that you might call a carpenter.  Remember, there are no woods nearby.  Its hard for a being to work a trade without supplies.  But I can fetch him easily enough, and you can ask him if he can make this curious design."

They do have both sulphur, which they get from boiling the water from a nearby spring, and saltpeter which correct me if I'm wrong, would be found in bat dung in caves, among other places.

Murr says that he would gladly make you a bed and a chair.  He leaves to go find some stones, and to send back the carpenter.

Ten minutes later, another vessel, this one with black stripes in its fur, stands in the doorway waiting to be asked entrance.

"I am a carpenter of sorts.  Mostly I farm, but when I get a chance, I make javelins, and cunning little things."  He shows you a highly polished, foot-high, six inches wide, thing that looks like a grill set on fire.  Tilnak is very impressed.

"He has captured the very face of Do-rath-ar-dummm.  Beautiful."

PT
Jesse
player, 37 posts
Wed 2 Nov 2005
at 23:33
  • msg #64

Re: Jesse Jumps In

I invite the carpenter in and redraw the crossbow stock, asking him if he can make such a thing. If I can get one working model, I can try to convince the counsil to import wood for more. After the carpenter answers me, I ask him if he would be so kind to send the blacksmith or his apprentice my way. Once he leaves, I remove the leather scroll from inside my shirt and ask Tilnak to translate it for me.

Things are moving along in the right direction, and after I get my hands on the slatpeter, sulfur and charcoal I'll need to find a mortar and pestle. Once I have those things I'm sure the counsil will be eating out of the palm of my hand and this trial buisness should be pretty easy to handle. Tilnak, do your people have intoxicating beverages? If not your in for a real treat!

I fish my bottle of 20 year old scotch out of my pack and enjoy a small drink...now all I need is a good cigar.
Playtester
GM, 798 posts
novelist game designer
long-time gm
Thu 3 Nov 2005
at 05:51
  • msg #65

Re: Jesse Jumps In

The carpenter thinks he can do it, but he admits to having done nothing like it before.

Tilnak reads it off to you, his voice getting progressively more troubled.

"'The bearer of this scroll, and his companions are the friends of the Thanar Empire.  Do not harm them.

Va-lilk-domin-'crummmm, Chief of a Hundred Thanarians. Vengeance will be ours!'

Why would brigands be carrying this? They either stole it, or forged it but that is unlikely, or I fear the Thanarians are recruiting brigands as allies."

The scotch still tastes good, and your plans seem sound, but it seems clear the Thanarians also have plans that seem sound to them.

PT
This message was last edited by the GM at 05:52, Thu 03 Nov 2005.
Jesse
player, 38 posts
Thu 3 Nov 2005
at 13:27
  • msg #66

Re: Jesse Jumps In

This sounds like things are heating up. We will use this pass at the counsil meeting, along with the information about the raiders as a bargininig chip. If I can take out three and only be harmed by that stupid luzard, I can teach your people to not only defend themselves from the Thanar, but to go on the offensive sometime in the future.

I start thinking about plans to get the skinny People in a little better shape...sorta like a off world boot camp.
Playtester
GM, 809 posts
novelist game designer
long-time gm
Thu 3 Nov 2005
at 15:25
  • msg #67

Re: Jesse Jumps In

A messenger comes in, and says.

"By order of the chief, in light of your injuries, we will grant you a span of five days to recover before we will hold council on your matter.  The Ancestors grant you a good healing, or a..."

He stops, and then nods, and leaves.

"Or a smooth transfer to another vessel."  Tilnak finishes for him.  And suddenly, you are deeply weary.  Even though the pallet looks a mite uncomfortable, its the best you have, and it is night...

PT
Jesse
player, 39 posts
Thu 3 Nov 2005
at 23:43
  • msg #68

Re: Jesse Jumps In

I settle in on Tilnak's pallet and catch a little shut eye. It may be uncomfortable, but in the field I've slept in worse situations. At least its warm and dry.As soon as I wake, I start talking with Tilnak.

Alright, we have five days to come up with enough reasons to force the counsil to overlook this little mess. First I need to get my hands on the saltpeter, sulfur and charcoal, then I need to get a mortar and pestle. After that we need to go talk to the blacksmith about a few things. I think we should also find Murr-at-kapp and get him involved with the process. There are going to be things I need that a local can find for me a lot easier than the two of us trying it ourselves.

While I was sleeping I came up with a few more ideas to make life uncomfortable for the Thanar, and I want the chance to impliment them all. I've thought about the way the pass for the raiders was signed, 'Va-lilk-domin-'crummmm, Chief of a Hundred Thanarians' and it has me wondering if the Thanar wander in groups of one hundred, or if thats all of them there are. Either way I'm confident that they wont be much of an issue once I bring some of my plans into play.
Playtester
GM, 817 posts
novelist game designer
long-time gm
Fri 4 Nov 2005
at 03:27
  • msg #69

Re: Jesse Jumps In

You toss and turn half the night until Tilnak says something soft which you don't recall, and you sleep like you got hit in the head, deep, dreamless slumber.

Upon waking the next morning, you're stiff.  A look under your shirt tells the tale.  From your shoulder to your hips, you're practically one solid bruise.  Its only with pain suppression that you're able to get to your feet.

You go out and find Murr-at-kapp who is making fried mushrooms? for breakfast.  He offers you some.  You notice he's not married, and in fact, you haven't see any kids.

PT
Jesse
player, 40 posts
Fri 4 Nov 2005
at 04:33
  • msg #70

Re: Jesse Jumps In

Before I leave Tilnak's hut, I decide to make a little point about the toughness of humans. I take off the sling, strip off my shirt, then replace the sling.

Thats right Jess, let them see that your injured, but still able to take care of buisness.

I walk out and see Murr making mushrooms for breakfast and think its a bit odd, but then again I havent seen any other kinds of crops, so I might as well get used to it.

"My thanks Murr-at-kapp, your generousity is appreciated. Its nice to know that at least some of the People have good manners."

While I wait for him to dish me up some shrooms, I start going over some of the plans I have in mind.

"Do you know what a caltrop is? And do the People have tar, pitch or some kind of lamp oil? I know I'm asking a lot of questions, but the Thanar are a threat, and I consider you and Tilnak to be friends. My people do everything in their power to defend their friends, even if our own lives are forefit. Unlike your people, we cant jump into an new vessel. We live our entire lives in the ones we are born with, and when they age or are damaged beyond repair, we die. But that doesnt keep us from fighting for those we consider friends."
Playtester
GM, 823 posts
novelist game designer
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Fri 4 Nov 2005
at 15:54
  • msg #71

Re: Jesse Jumps In

Murr-at-kapp seems a little uncertain at first, but then he begins putting the shrooms on a pottery plate.

"We have tar, and we have beeswax.  In the spring, the hills are covered with flowers."

The image that comes to mind is not quite an earthly bee, but more something that lives in clefts in the rocks in hives, and hibernates most of the year.

As you sit there, you see others "casually" wandering by, and getting a good view of your bruises.  Then they hurry off to tell others.  You keep your grin inside as your plan seems to be working.

They know what a caltrop is, but they don't use them much.

"Jesse'thrumTaylor. I would then be honored to count you as a friend. A sword-brother. You can stand to my left in the line of battle."  Murr-at-kapp says seriously.

PT
Jesse
player, 41 posts
Fri 4 Nov 2005
at 20:07
  • msg #72

Re: Jesse Jumps In

"Thats just the thing Murr-at-kapp, once I gather the things I need and work with them a bit, I can change the way battles are fought here. I can show the People a new way of fighting that causes more damage to the enemy and has fewer casualites among the allies. Once we finish breakfast, if you dont already have other plans I'll show you how to make a powder that is very close to the weapon I used on the clay pot yesterday. You and Tilnak will be the only ones besides myself that know this method among the People, and you will be able to help destroy the Thanar menace...not to mention making a tidy profit once this war is over. The powder can be used for many things aside from warfare, so I just might be showing you a new profession Sword brother."

I dig into the mushrooms and let Murr think about what I have just told him.
Playtester
GM, 833 posts
novelist game designer
long-time gm
Sat 5 Nov 2005
at 01:33
  • msg #73

Re: Jesse Jumps In

He thinks about it, from various angles, looking long into the fire.

Then he looks up.

"All right. If anything can defeat the Thanar it is a worthy try. We sent out Tilnak as a desperate thing. We should be willing to take a small chance on better odds, even if it is a thing unheard of."

He finishes up, and damps the fire, and then sets off into the hills to show you where to find tar.  Its about three miles away, and he shows you a hillside covered with shale.  There is a few spots where it is dug already.

"Those belong to the workers who dug there.  But we can buy from them, or dig ourselves."

PT
Jesse
player, 42 posts
Sat 5 Nov 2005
at 02:07
  • msg #74

Re: Jesse Jumps In

"Considering that we only have four more days until the Counsil meeting, I think we should buy the things we need and put our time to better use. Also if we want to keep the method of making the powder secret, we should spread our purchases out, and buy other things at the same time."

I dig out the pouch containing the silver coins I took off of the dead raiders, open it and spill the coins out into my hand. I shake them a little so the sun light catches them then deposit them back into the bag. I hand the bag to Murr and smile.

"Sword brother, you not only have my friendship and loyalty, you have my absolute trust. You know the value of these coins better than I do, so I'd appreciate it if you made the purchases. I'll have to admit, bartering isnt one of my strong suits."
Playtester
GM, 837 posts
novelist game designer
long-time gm
Sat 5 Nov 2005
at 12:05
  • msg #75

Re: Jesse Jumps In

He takes it with a reverent hand, and ties the bag to his belt with two knots, which it pleases you to see, you recognize.  Something familiar in a strange land; for a second, seeing the knots feels like meeting old friends.

And then you shake yourself, and they are just knots tightly drawn by a being determined to prove himself worthy of your trust.

You turn to go back to the village, I assume?

Tilnak speaks.

"I've been looking around inside your head.  I see several nodules that I would like to try to see what they do.  But you might want to be sitting down first just to be cautious."

PT
Jesse
player, 43 posts
Sat 5 Nov 2005
at 18:24
  • msg #76

Re: Jesse Jumps In

I lead Murr back to Tilnak's hut and settle down on the pallet. I ask Murr to start gathering the supplies we need, and store them here. Just to be sure we get everything I make him a list.

Saltpeter, sulfur, charcoal, tar, the closest thing to lamp oil he can get, clay pots,twine, a yard of leather and the mortar and pestle. I also ask him to make an appointmnet with the blacksmith so I can get the other parts for the crossbow under construction as soon as possible. As he leaves I get as comfortable as the pallet allows.



OK Tilnak, lets see what you can unlock.
This message was last edited by the player at 19:13, Sat 05 Nov 2005.
Playtester
GM, 847 posts
novelist game designer
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Sun 6 Nov 2005
at 13:56
  • msg #77

Re: Jesse Jumps In

He touches something in your brain, and suddenly you're slumping, and you're out.  You yawn, and the light in the room seems slightly different.

"You were asleep the time it took to walk to the shale hill."  Which translates to almost an hour.

"That was my practise one since I was pretty sure of that one.  This second is more scary.  Ohhhhhhhh!"  You hear Tilnak wail, and then you can hear other voices. Dozens of them, all at once.  Most are babbling over trivialities, but you catch one faint thought...

*tell the Thanar a strange vessel has come*

The strain is telling on you, and with your hands on your head, you wobble around the room. Something is on your lip, and a check with a hand brings back blood.  You're bleeding out the nose copiously.

PT
OOC: And thats a psi botch.
Jesse
player, 45 posts
Sun 6 Nov 2005
at 17:47
  • msg #78

Re: Jesse Jumps In

Stop Tilnak! Please stop, this hurts more than I can say, and I might hemorage if you dont.

Still holding my head, I stumble to the pallet and try to lay down. I pinch my nose to try and stem the flow of blood and wait for the pain and voices to stop.

"I think we have a spy in the village."


OOC: Oh well, I guess its good to get the first botch out of the way. Maybe I'll do better next time.   :P
Playtester
GM, 854 posts
novelist game designer
long-time gm
Mon 7 Nov 2005
at 04:46
  • msg #79

Re: Jesse Jumps In

Your cries seem go unheard, and you stumble more frantically about the room with two trickles of blood going down each of your forearms, and spattering on the floor.  The pressure increases, and then with your head, and perhaps your body spinning you flop over on your back, and pass out.

Later, you wake to hear Tilnak's voice, tired and worn, and a strange vessel is sitting next to you, and you are not in your house.

"I had to take over once I recovered, your mind is ferociously strong, much like your body.  Perhaps because they are connected because it seemed like a feedback loop got started adn then kept spinning faster.  I don't think my mind would have done that, even if I had the capability in teh old vessel because we are not so intimately connected as you are to your vessel.  But it was much like your trying to stop the lizard with your body for me to stop your mind.  Anyways, I'm rambling because I'm worried. Here is Sta-kim-verr'thrummm, a noted healer.  He has given you herbs to rest your head, and your body."

Indeed, you do feel a little doped up.

PT
Jesse
player, 46 posts
Mon 7 Nov 2005
at 04:59
  • msg #80

Re: Jesse Jumps In

I shake my head in an attempt to clear it a little, and nod to the healer.


"You have my thanks Sta-kim-verr. The herbs you used have completely eased any pain that I might have felt."

Thinking back over the episode, I recall the comment I picked up about telling the Thanar that a strange vessel had arrived. I wonder if that little piece of information might help me identify the spy in the village.

OK, that was NOT fun...but it did serve a purpose. Did you hear the bit about reporting my presence to the Thanar? I think I know of a way that we might be able to take advantage of this situation.

"Master healer, would it be at all possible for me to speak to my Sword Brother, Murr-at-kapp? The matter is very important."

Do you know what went wrong with the attempt to access that area of my mind? If so it will be helpful the next time we try...and maybe we will pick another node, it might be less painful.
Playtester
GM, 859 posts
novelist game designer
long-time gm
Mon 7 Nov 2005
at 16:27
  • msg #81

Re: Jesse Jumps In

"Thank you, stranger. I was worried that my herbs might not work right on your body as they are suited to our vessels.  But fearful that if I did not do something that worse harm would come.  I would be most happy to later examine your vessel for its responses."

The healer gets up, and crosses the room to add a bit of fuel to the fire.

"I did not hear, and that is dreadful.  To betray one's lifelong friends to the Thanar." Tilnak pauses, and shudders, and then agrees with your summoning of Murr-at-kapp.  The healer bows, and leaves to go fetch your sword brother.

"I do not know.  The interactions of your mind with body are very complex.  Something took off, and avalanched.  But for a while, you were in contact with the surface thoughts of everyone of the People in the village."

Murr-at-kapp arives at a run.

PT
Jesse
player, 47 posts
Mon 7 Nov 2005
at 23:39
  • msg #82

Re: Jesse Jumps In

I sit up a little as Murr enters and once I'm sure we are alone,  I ask him if he got all the supplies we needed to start making the powder. I can tell he is worried by the way he arrived, so I try to put him at ease before I drop the bomb about the traitor.

"There is a little story from my world I would like to tell you and Tilnak." I say to Murr, then proceed to describe what a poodle, a leopard and a monkey are...

"A wealthy old lady decides to go on a photo safari in Africa, taking her faithful aged poodle named Cuddles, along for the company.

One day the poodle starts chasing butterflies and before long, Cuddles discovers that he's lost.  Wandering about, he notices a leopard heading rapidly in his direction with the intention of having lunch.

    The old poodle thinks, "Oh, oh! I'm in deep doo-doo now!"
Noticing some bones on the ground close by, he immediately settles down to chew on the bones with his back to the approaching cat.  Just as the leopard is about to leap, the old poodle exclaims loudly, "Boy, that was one delicious leopard!   I wonder if there are any more around here?"

Hearing this, the young leopard halts his attack in mid-strike, a look of terror comes over him and he slinks away into the trees. "Whew!", says the leopard, "That was close!  That old poodle nearly had me!"

Meanwhile, a monkey who had been watching the whole scene from a nearby tree, figures he can put this knowledge to good use and trade it for protection from the leopard.   So off he goes, but the old poodle sees him heading after the leopard with great speed, and figures that something must be up.

The monkey soon catches up with the leopard, spills the beans and strikes a deal for himself with the leopard.  The young leopard is furious at being made a fool of and says,  "Here, monkey, hop on my back and see what's going to happen to that conniving canine!"

Now, the old poodle sees the leopard coming with the monkey on his back and thinks, "What am I going to do now?", but instead of running, the  dog sits down with his back to his attackers, pretending he hasn't seen  them yet, and just when they get close enough to hear, the old poodle  says:

"Where's that stupid monkey?  I sent him off an hour ago to bring me another leopard!"

I sit a moment to see if they understand the moral of the story. Then just go ahead and tell them.

"Sometimes a person will betray a stranger to a natural enemy if they think they  can gain some measure of safety. But you never know when that stranger is a clever old dog that will feed you to your enemy. I am one clever old dog. Murr-at-kapp, I'd like you to look around and see if anyone takes any sudden trips, or does anything out of the ordinary. If we can spot the traitor, perhaps we can feed them to the Thanar. We have a turn coat amongst us."
Playtester
GM, 873 posts
novelist game designer
long-time gm
Tue 8 Nov 2005
at 03:44
  • msg #83

Re: Jesse Jumps In

It takes them a while to get the concepts of "poodle" and "leopard", but they laugh loud and long once they understand.  And then Murr-at-kapp nods that he will keep watch.

He has three small pots of supplies that you wanted. They wait in your stone hut.  Each is an individualized pot, with slightly different shapes, and decorated with gold and iron fleck paint geometric lines.

 He also has your bed assembled, a stone foundation. Others are sewing you a new pallet to go over it. The chair, he's still working on that.

You feel up to walking about, as long as nothing too strenuous is involved, like fighting for your life, or running dodging javelins.

OOC: I greatly enjoyed the story.  Very clever, and quite amusing.

PT
Jesse
player, 48 posts
Tue 8 Nov 2005
at 04:44
  • msg #84

Re: Jesse Jumps In

Since there isnt a mortar and pestle, I cant start making powder yet. Besides, I promised Murr that I would teach him the secret, so I might as well wait until all the other supplies are gathered. I look around and find writing materials, then start drawing the metal parts of the crossbow. Once finished I decide to take a walk around the village and maybe drop in and visit with the blacksmith.

While walking, I rack my brains for more ways to make life uncomfortable for the Thanar. I start thinking of ways to make land mines once I have the black powder, I can add metal bits into a tightly wrapped package of powder and have fragmentation grenades, the tar and lamp oil will make a primitive form of napalm, just not as explosive...I might even be able to put together some kind of rocket if I can find some type of paper, but with the lack of trees, I dont really see that happening.

In no hurry, I stroll around the village seeing what is to be seen. I make a closer investigation of the motte and bailey castle. That could be very important in a siege situation.

Tilnak, I know the river runs through the village, but does the castle have a well? A siege wouldnt last long if the defenders started runnning out of water. Are there places to keep extra vessels? Food stockpiles? Weapon cashes? I need some details to work out a viable battle plan.

After looking over the castle I head for the blacksmith to try and get the crossbow into production.



OOC: Thanks, I had to clean the story up a lot, but its still good without the profanity.   :P
Playtester
GM, 878 posts
novelist game designer
long-time gm
Tue 8 Nov 2005
at 15:31
  • msg #85

Re: Jesse Jumps In

As you wander the small village, you begin to see the difference between the People and simple vessels.  One moves erect with an obvious deliberate intent, and the other is usually found in small groups meandering around looking for a food supply on the ground.  Besides most are kept in corrals behind the huts, or by Shepherds such as Tilnak on the rocky stone fields about the village.

You see one People jump onto a lizard, and nearly fall off as his stirrupless saddle offers little to grab onto.  But he recovers and yelling races off to catch up with some friends who got to work earlier than he did.  It seems sleeping late is a universal constant.

There is a mortar and pestle in operation.  Its turning some type of tough mushroom into flower.  Actually, there are several being used that way.

You visit the blacksmith, and he looks like he is actually muscled.  Still despite the leverage advantage of his long arms, you're pretty sure that if you were healthy you could beat him arm-wrestling.

He is interested in meeting you because he wants to look at your cool metal stuff.

Tilnak tells you that the fort does have a well, but its shallow, silted up.  The castle looks like its being renovated, but slowly.  When someone gets some spare time from their work, or as a punishment for a minor offense it gets a worker. Right now, it looks a bit rundown.

PT
Jesse
player, 49 posts
Peace through superior
firepower!
Tue 8 Nov 2005
at 17:59
  • msg #86

Re: Jesse Jumps In

"Greetings Master Smith, My name is Jesse Taylor. I'd love to show you some of my equipment, but certain tools are very dangerous. I do have a few things that you might find interesting though."

I show him my Army Surplus field shovel, and my hunting and skinning knives, explaining how the field shovel can convert from pick to shovel with a simple twist and the quailty of my knives.

"440 Stainless steel, hardened and tempered. There arent many blades that can compare to these with my people. I've seen a couple of examples of your native blades, and they are impressive. We stopped working with bronze centuries ago, but the craftmanship on the ones I have....aquired is beautiful. The flint knife I have is probaly my favorite piece. Simple but effective. Not as strong as bronze, iron or steel, but it has its own merits."

"Just a thought bud...if we can get the Counsil to agree to let me get your people into battle condition, hard work is required. And working on the fortifications might be a good way to start."
Playtester
GM, 886 posts
novelist game designer
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Wed 9 Nov 2005
at 03:37
  • msg #87

Re: Jesse Jumps In

He plays with your shovel if you let him, and finds it utterly fascinating.  Eventually, you have to direct his attention to the next tool.

Your knife makes him cry.  He takes out one of his javelin spearpoints, and tests your blade against it.  Their soft steel peels back easily.

"I thought myself great for in my first coming, we had bronze weapons,and then we learned the secret of steel, perhaps a forty winters past, and now almost everyone has it, except for the poor and the backward.  You must, please, you must teach me how to make this steel.  Promise me that, and I will serve you faithfully for ten winters."

Tilnak replies to your thought.

"It will be hard. Not all are convinced of the threat, and even those that are, well, we are not a very organized people.  However, if you can keep convincing them as you have, and especially meet those after a transfer, for after we transfer our minds are freshest to new data.  It is then that we can truly break new ground in thinking with ease.  I think we can achieve these dreams I see flitting in your mind."


PT
Jesse
player, 50 posts
Peace through superior
firepower!
Wed 9 Nov 2005
at 04:18
  • msg #88

Re: Jesse Jumps In

"Mastersmith, for a person that has only had 40 years of experiance with working steel, your work is amazing. My people have worked with it for hundreds of years, thats why my blades are stronger. As to your offer of service, I have two problems....One, I'm not a smith myself, so I couldnt show you the methods. I've read a great deal about them, and will be more than happy to share what knowledge I have with you. My second objection is that I dont want or need servants, I would rather have friends and comrades. I will tell you everything I know about working steel out of friendship, not to incur any obligation on your part."

I beguin to explain to him how the Japanese sword makers folded the steel of their baldes, sometimes as much as 1000 times per blade. I tell him everything I have read about tempering and hardening steel...which takes quite a while. After I'm done, I take a break for a drink of water from my canteen. A sudden idea hits me, and I fish a coin out of my pocket, a quarter. I give it to the smith as a gesture of friendship.

I wonder how Murr is comming along? It seems that I'm attracting a lot of attention, and I'm curious about how the People think of me. You know your own people Tilnak, what do you think? Am I winning them over or making a fool of myself?
This message was last edited by the player at 04:35, Wed 09 Nov 2005.
Playtester
GM, 891 posts
novelist game designer
long-time gm
Wed 9 Nov 2005
at 15:25
  • msg #89

Re: Jesse Jumps In

You begin explaining, and then the Master Smith holds up his hand.

"This is important.  I will approach this with a fresh mind."  He bows, and walks out.

"I would say you are doing very well.  You notice none are harrassing you.  No doubt they are watching closely, but no hecklers have come by.  No one to chastise me for my sin.  It touches my deepest chords.  I thought I was well respected, after all they made me an ambassador, but still...

And not to take from your glory, for without you, I would have been banished to the Ancestors.  It is also true that you are hard for us to deal with.  So passionate, so furious...we sit and stare in wonder at what you will do next.  Its like you are an an Ancient Ancestor in the living flesh."

You do notice that they seem calm, and rational to a degree more than an equivalent group of humans.  A bit on the colorless side actually.

The Master Smith comes in with another vessel, and they both sit down facing each other.  Then they touch heads, and you feel the hair on your arms raise, and there is a sudden tang of ozone in the air.  And suddenly the vessel that was mindless raises itself up, and takes up the Master Smiths tools while ushering the former vessel back outside to a corral.

Then he turns to you, and drinks in the data.  You notice that the Master Smith is like a very bright student.  You only have to say something once, and he picks up on it, and often thinks through the implications of it before you can get to them.  Its like pouring water on dryish ground.

PT
Jesse
player, 51 posts
Peace through superior
firepower!
Thu 10 Nov 2005
at 01:36
  • msg #90

Re: Jesse Jumps In

"Alright Mastersmith, its my turn to ask a favor of you. I have a few pieces I need made, and they must fit perfectly with the pieces the carpenter is making for me."

I take out the plans for the metal parts of the crossbow and show them to him. Describing the way they must bend and relaese, and the way the draw string must be made out of braided metal.

"Do you think you can make these? They are very important to the end product, and if everything works out the way I think it will, you will be making a lot of these."

Something has occured to me Tilnak, I think we need to let someone with authority know about the Thanar pass. How exactly is the Chief positioned in the Counsil? And do you think he would keep this matter to himself until the trial?
Playtester
GM, 900 posts
novelist game designer
long-time gm
Thu 10 Nov 2005
at 03:23
  • msg #91

Re: Jesse Jumps In

"I think I can. Making them strong but flexible, and yet not apt to kink will be a challenge.  The shape is not too much of the problem.  The braided rope, that will be a new one to me, but not impossible.  Already I see how to do that. It will simply take time.  Lots of time."

He takes your notes, and walks out with them already lost in a haze of concentration as he heads over to his forge.

"The Chief is well-regarded.  He is strong, but rarely uses his powers.  He listens much.  But I think that he would tell others unless we gave him a good reason, such as the spy, to keep the information secret.  What do you hope to accomplish by telling him?"

PT
Jesse
player, 52 posts
Peace through superior
firepower!
Thu 10 Nov 2005
at 03:35
  • msg #92

Re: Jesse Jumps In

I let the Smith know that the parts are needed in four days or less, thank him and say goodbye. I wander out and keep my eyes open for Murr and/or the healer, I need to talk to both.

I need to establish the fact that I'm not against the People, just against this trial. I want to help your people against the Thanar, and keeping something like this secret isnt a good way to do that. If he is a good leader he will understand the need to keep this information quiet for the time being...besides, I'm a soldier. Soldiers are trained to report any useful information to those in command. I dont have any problem with working on my own until we get past the Counsil meeting, but at some point we are going to need the support of the chief and the rest of the Red River Village. I think bringing the pass and the knowledge of a traitor in the village to the chief is a good way to get started in that direction....it will be even better if Murr-at-kapp has found out who the traitor is.

As I walk past people, I make eye contact, and give each a respectful nod...not a bow, but something to show that I'm not a complete savage.
This message was last edited by the player at 03:50, Thu 10 Nov 2005.
Playtester
GM, 903 posts
novelist game designer
long-time gm
Thu 10 Nov 2005
at 14:57
  • msg #93

Re: Jesse Jumps In

You walk up to the largest stone building, and enter it. Inside stone columns and wooden joists hold up the low smoke-stained ceiling for the great expanse.  A few reed and moss torches light the dimness.

The People murmur in surprise at seeing you here.  But they part in front of you, until you are walking up to a small stone seat with a wooden back, and a cushion surrouned by other lower chairs.

The Chief and his council, and any who need to talk to him are sitting there.  Plus there are a few others scattered about the room working on preparing food, or just hanging out.  All listen closely as you come up to the Chief.

"Well, stranger and vessel of Tilnak, and Tilnak, I had not thought to see you for a few more days. I hear interesting reports of your activity, and of your illnesses. What say you before the elders and the Chief of the Red River Village?"

His voice is not so much condemnatory as guarded, judicial, and overlain with ritual.

"He is not sure what to do with us. Jesse'thrumTaylor, this is good."

PT
Jesse
player, 55 posts
Peace through superior
firepower!
Fri 11 Nov 2005
at 01:51
  • msg #94

Re: Jesse Jumps In

"Greetings Chief of the Red River Village. My name is Jesse Taylor and I have things I need to discuss with you in private. The matter is sensitive and for your ears only at this point."
Playtester
GM, 924 posts
novelist game designer
long-time gm
Fri 11 Nov 2005
at 02:33
  • msg #95

Re: Jesse Jumps In

He pauses and then waves his hand in a vague "Z" formation which you've learned is one way to say "yes".

He leads you out of the village, and up on a nearby hill overlooking the village.

"A place I come to contemplate decisions.  Helps to give me the proper perspective, at times."

PT
Jesse
player, 56 posts
Peace through superior
firepower!
Fri 11 Nov 2005
at 03:31
  • msg #96

Re: Jesse Jumps In

I take out the Thanar pass, but dont hand it over to him just yet. Sitting down crosslegged, I orginize my thoughts before speaking.

"On our way to the Red River Village, Tilnak and I ran into a group of raiders. At first I thought they were just thieves, but later I discovered a couple of things that made me change my mind. Tilnak and I tried to activate a normally dormant part of my brain, and when we did so, I was able to read teh surface thoughts of everyone in the village. There was a lot of arguing, some silliness and general background noise...but there was something else as well."

I hand the pass over to the chief and wait until he has read it, then continue.

"One mind in the village was getting ready to send a message to the Thanar about my presence here. Personaly I dont care if they know I'm here, but the point is, you have a spy and a traitor in your village. As we speak, I have Murr-at-kapp searching out anyone that is making a sudden trip or acting out of the ordinary. I think we should keep the news of this pass quiet until we can identify the traitor, and deal with them."

I give him a moment to digest what I have told him before plowing on.

"Keeping this quiet will allow us to track the turn coat without his being aware that we know of his existance, but I felt it was only right to let the leader of the People know about this. You are responsible for their saftey, and this is information that you need to have."

I sit back and wait for his reaction.
Playtester
GM, 929 posts
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Fri 11 Nov 2005
at 15:47
  • msg #97

Re: Jesse Jumps In

He thinks for a while, and then turns to you, and sits down as well.

"Tell me, Jesse, this voice in your head, you heard it while you were ill, correct?  You and Tilnak were experimenting with your brain.  I'm not saying you are wrong, but it could easily have been a dream created by your brain.  I think we need to look into this further, but quietly. Very quietly. Do you agree? For if you are wrong, you destroy the bonds of trust, which are vital to a village.  And Ancestors protect us, if you are right, then we need to catch this monster, and throw him to the Ancestors for them to deal with.

But before I tell anyone else, I would like to see some more proof of this, I think.

As to the rest, you confirm what I have suspected.  We have too many bandits who frequent our lands.  Some should move off to easier pickings elsewhere.

As to the trial, I can see that you are a being of goodwill, and honor.  I would not be in fear.  We may not go the course you scribe out, but I doubt we will thrust you out either.  However, I would speak with Tilnak."

PT
Jesse
player, 57 posts
Peace through superior
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Fri 11 Nov 2005
at 23:54
  • msg #98

Re: Jesse Jumps In

"I completely agree that this needs further investigation. Hopefully Murr-at-kapp will have some information for us soon. The thoughts I heard might have been a hallucination, but I dont think so. The only way to know for sure is to experiment further...and I'm not quite ready for that. I need to be sure that Tilnak has recovered fully before I'd be willing to try again. I'd also want Sta-kim-verr and Murr-at-kapp there in case things go badly again."

I lean back and grin at the chief a little.

"As for my being a person of goodwill and honor...thats because I'm on your side. I sort of doubt the Thanar will see it the same way once we activley start fighting them. I have made some plans, but I need your approval and authority to carry some of them forward."

I outline my plans for training the People Marine style, and tell him my ideas about working on the fortress and well. Then I relax, and attempt to give control of my body over to Tilnak.

OK bud, your on. I know you moved my body when I was passed out, lets see if you can do the same while I'm awake. I'll try my hardest to give you full control so you can answer the chief's questions. Feel free to tell him any and everything you have learned about me. Hold nothing back, we have to establish a bond of trust with him, and total disclosure is the best way to do that....I hope.
Playtester
GM, 943 posts
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Mon 14 Nov 2005
at 16:49
  • msg #99

Re: Jesse Jumps In

Suddenly you find yourself pushed, and feeling a bit cramped, and your voice is saying things that you did not order.  Its not totally unpleasant, although its not really enjoyable either, and it is definitely odd.

The closest thing you've experienced to it is when a drill instructor was barking at you, and you were by rote answering every question with a yelled "Yes, drill sergeant!", but even that is a pale imitation of this experience of being out of control.

Tilnak describes the experiences you've had, and overall you hear the voice of someone with considerable experience of his own, but he is still very impressed with your skills.

"Chief, I would certainly have died at least twice over, possibly three times if not for Jesse.  He has a natural gift for lizards, is phenomenally tough both in mind and body.  And his ways of war, I have seen visions.  Its like being tossed into the Outer Dark without warning.  It will be terrifying to any who survive on the enemies  side.  But it will change teh world."

"Visions, Tilnak. That is one of the fears of what you have done. Even with honorable beings who eschew tortures of teh mind on each other, there are great dangers so the old tales say.  Two minds becoming one, and then both becoming mad."

"I understand those legends.  But there is something you don't realize. While I praise Jesse, his people also have weaknesses.  He cannot properly judge the fall of a javelin without a third eye.  And his strength of mind comes from his link to his body, so he at times is blinded by his body whereas we remain more clear-headed.  But lastly, there is a great amount of space in his brain.  Much hardly used.  If I had done this to a regular vessel, then I might surely have been consumed.  But this is a spacious place."

"So your judgment is?"

"As a Shepherd of long-standing, and a man trusted to be an Ambassador, and as a loyal tribeman of the Red River Village, and a worshipper of the Ancestors, i say make this stranger your war leader."

Tilnak subsides.  And the Chief has a very thoughtful look on his face.

PT
Jesse
player, 59 posts
Peace through superior
firepower!
Mon 14 Nov 2005
at 22:53
  • msg #100

Re: Jesse Jumps In

As Tilank releases control, I sit back and wait for the chief to speak.

I think this is going pretty well so far Tilnak. I'm not 100% sure about the War Leader thing, but if he grants it to us, I'll cope. The hard part will be getting your people into the proper mind frame...you just dont seem mean enough to be Marines. But after a couple of weeks of my version of basic training, I'm sure that will change.
Playtester
GM, 953 posts
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Tue 15 Nov 2005
at 01:48
  • msg #101

Re: Jesse Jumps In

The Chief rises, seems to listen to the wind, and then bows.

"I will discuss things with the Council.  Thank you for your wisdom and honesty, Tilnak and Jesse."  He walks away leaving you on the jumbled slate and boulder rocks of the small hill.

The next couple days pass quickly, and when you come to stand before the Council, it is without surprise, but with relief you hear that Tilnak is judged to have acted innocently, and to have caused no great harm.  And you are welcomed to the People as one of theirs.

Your crossbow is ready. You've been working successfully on gunpowder with some singed fingers, and a small fire as your chief accidents.  The Chief suggests that all who wish it may join your Marines.  He stops short of making you war leader, but he does make you Captain of your host which at this moment consists of Murr-at-kapp.

PT
Jesse
player, 60 posts
Peace through superior
firepower!
Tue 15 Nov 2005
at 03:08
  • msg #102

Re: Jesse Jumps In

Over the days I spend waiting for the trial, I beguin to teach Tilnak and Murr how to make black powder. I show them how to properly mix the charcoal, saltpeter and sulfur together, and I show them that stale urine acts as a better bonding agent than just water. (OOC: It adds additional oxygen to the mixture, so it burns hotter and faster. Nasty, but true.) I stress the fact that the mortar and pestle MUST be throughly washed and dried between grinding the three elements, or the results could be...explosive.

As my shoulder starts to heal, I ask Murr to teach me to use a sword. My hand to hand training and bayonette skills should help me a great deal with learning the long blade. In return, I show him everything I know about the crossbow. I am an expert with a rifle, so I have some idea what to expect with the low tech version, but I decide Murr, Tilnak and I can all learn together. Durning our practice sessions, I ask those watching (when and if there are people watching) if they would be intrested in joining my Marines.

When time permitts, I saddle up one of my lizards, and ride through the surrounding country side, getting a feel for the land I'm going to be responsible for defending. When he is able, I have Murr join me, but I let him know that his main priority is finding the spy in the village.
Playtester
GM, 956 posts
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Tue 15 Nov 2005
at 15:04
  • msg #103

Re: Jesse Jumps In

One time, you fall off hard on to the rocks as your lizard wheels after being startled which leaves you groaning about the inadequacies of their saddle which is hardly more than a stretched flat and then hardened in a curve piece of thick leather.

You get a couple recruits whom you start training.  You are out in an empty field having them practise, and you hear thudding.  Turning, you look down the valley which is a shaped, flattened bowl toward the mouth of the valley where you have never gone.

A half-dozen riders on lizards are coming.  Shrugging, you turn back to your work.  It will take them at least an hour to get to the village at their speed.

PT
Jesse
player, 62 posts
Peace through superior
firepower!
Tue 15 Nov 2005
at 22:45
  • msg #104

Re: Jesse Jumps In

I set my recruits to working on the well in the fortress, explaining that in order to be a good soldier one must sometimes preform unpleasant tasks...and its good excersize. When they set off, I go to the hut Tilnak and I live in and gather my rifle, bionoculars, and several packages of blackpowder that I prepared over the last few days. Once I have all of the gear, I make my way out of the village.

I set a leather wrapped package of blackpowder on the ground and pile small rocks (fist sized and smaller) around the front and sides. I make sure I will be able to see the back of the leather from the top of the tower in the fortress, and repeat the process wtih the other packages. When I finish, I walk to the fortress to see the progress my soon to be soldiers are making, and to ask Murr to join me atop the tower.

Once we are in position, I hand the bionoculars to Murr, and explain how to focus the lenses to him, then rest my rilfe on the battlements. I look through the scope and survey the approaching riders.

"So, Murr-at-kapp, who are they, and how many of them am I going to have to kill before they get the point that we are to be taken seriously?"

Ok Tilnak, help me spot all to the little surprises I've prepared for our 'visitors'. I wish I would have had more time to prepare, but there arent that many of them, and as soon as they come into range for you and Murr to identify them, I can beguin picking off the stragglers. We will let them get a small taste of exploding black powder and VERY hot rocks flying in their direction once they get in close.
Playtester
GM, 964 posts
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Wed 16 Nov 2005
at 03:56
  • msg #105

Re: Jesse Jumps In

"I am sorry Jesse, but they do not come arrayed for war.  This is an emmissary, and as such should be treated honorably.  Although I have little doubt they would be as fair, and I have no doubt that we will not like the message they give us."

PT
Jesse
player, 63 posts
Peace through superior
firepower!
Wed 16 Nov 2005
at 04:30
  • msg #106

Re: Jesse Jumps In

"Ok, I guess we let the chief deal with them then. But why dont you go ask him not to let them withing the wall Murr? Not killing them under a flag of truce is one thing, but there is no sense in letting them see our defences."

I would love to head down and listen in on their conversation, but I'm going to keep them in my sights in case of double cross...besides, the traitor felt that my arrival here was worth a message to them, so I dont thenk we should give them anymore information about me than is absolutely needed.
Playtester
GM, 966 posts
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Wed 16 Nov 2005
at 16:08
  • msg #107

Re: Jesse Jumps In

Murr nods and trots off at a speed that would be close to your sprint.  You can watch his actions through the binoculars.  You see him talk to the Chief, who pauses, nods, and gives some orders.

The arriving soldiers are carrying small handfuls of moss in their right hands, and they are affronted and shocked to find the gates closed to them.  You can see the Chief yelling from a stand behind the wall down to them, and them demanding to be let in.

You line up a shot, and half-disapointed see the leader of the soldiers accept the insult.

They all have steel swords, three javelins apiece, leather armour, and a circular shield painted with a red 'vessel' skull.  They look like moderately well-trained thugs to you.  They reek of arrogance even up to your post on the hill.

There is some arguing back and forth, and then the soldiers back up down the road a few hundred yards and make camp.

Murr comes back. He looks worried.

"The Chief wanted me to tell you first before he told the others. The Thanar are demanding you as a criminal.  They demand that we turn you over to them or 'you have been friends to us, but now you risk the wrath of the great Thanar Empire'."

PT
Jesse
player, 64 posts
Peace through superior
firepower!
Wed 16 Nov 2005
at 23:15
  • msg #108

Re: Jesse Jumps In

"Stay up here and keep an eye on them for now Murr. When I get down to the courtyard, I'll send up a couple of recruits to relieve you. But if those jokers make one wrong move, I want to know about it."

I make my way out of the tower, and grab the fiorst two recruits I see. I explain to them that they are to go to the top of the tower and watch the Thanar, if they see any suspicious activity, one is to stay and watch, the other is to run as fast as they can and find me. After issuing orders, I go and find the chief.

"It looks like we are going to have a bit of excitement. Its a joke the Thanar calling me a criminal when all I really did was kill a few thieves that were trying to rob me, but since they are here, we might as well make some use of them.

The way I see it, we have three options;
1) The People could turn me over to them. I dont really see that happening though, you have proven yourselves to be good and honorable friends, so I'm not really worried about being turned over to a party this small. If they come in force, and it looks like we will be over run, I'll turn myself over to them before I allow this village to be destroyed.
2) We can explain what happened that day in the pass, and see how they react. Since I'm pretty sure the thieves were Thanar agents, they wont be surprised, and will keep their demands the same as they are now.
3) I can wait until after dark and pay them a little visit. I was Recon in the Corp, not Black Ops, but I can still move quietly and with a good amount of stealth. There are only six of them, So I'm pretty sure I can handle the situation without much problem. When Tilank and I faced four raiders at the pass, they had the advantage of choosing the ground, they had the numbers, and iniative. I made it through that with only the wounds I recieved from being trampled by a lizard....which reminds me, I have some suggestions for improvements in you saddles. Anyway, If I choose the time of the attack, and am fully prepared, I know I can take all six of them. In short, we can show the Thanar that this old dog still has teeth!

I know the last course of action will bring the Thanar down on us, but they are most likely comming anyway, and if we force a confrontation before tehy are fully prepared, we have another advantage."

As I wait for the chief's decision, I notice Murr enter. I whisper a quick message to him.

"The traitor should be more in evidence now than ever before, find him and bring the curr to me now!"
Playtester
GM, 978 posts
novelist game designer
long-time gm
Thu 17 Nov 2005
at 03:15
  • msg #109

Re: Jesse Jumps In

The Chief and his council listen to you and nod.  Then the Chief motions you to come around back of the lodge just by himself and you.

He chews his fingers, and pulls at hairs on his hands fretfully.

"Warrior, I have to wonder if we can defeat these Thanar.  If somehow we can assuage their anger against us.  But I see no way.  They are like a plague on the land.  I say this. I will tell them that you have left when you saw them coming, and they will then leave.  This will buy us some time.  And if we capture the traitor, then the enemy will not know of your arrival until new spies come and see you.

To attack them at night in such a way is forbidden by our codes of honor although you tempt me for truly the Thanar do not understand honor or so I have heard."

Later, Murr comes back and reports.
"Sword-brother. I saw a signal being given over the walls, and hurried to see who had done it. By the time I arrived, there were five People in the area, and all claim to be innocent, and to not know who is the criminal."

PT
Jesse
player, 65 posts
Peace through superior
firepower!
Thu 17 Nov 2005
at 03:22
  • msg #110

Re: Jesse Jumps In

I take Murr to the chief and have him repeat what he told me. Then I start pacing as I think. I stop to talk, but start pacing again almost as soon as I beguin to speak.

"Well, the traitor is among those five. I would suggest keeping them all under guard until the Thanar leave. Let them all know that there is a traitor among them, and the innocent will be released once the enemy is gone. Although, since the village isnt that big, I would think that between the chieg, Murr-at-kapp and Tilnak, the guilty one would be fairly easy to spot. Have teh blacksmith make a few pairs of shackles, and have the healer gather herbs to drug all of the five until the Thanar have left. We can deal with them when the enemy isnt just outside the walls."
Playtester
GM, 983 posts
novelist game designer
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Thu 17 Nov 2005
at 03:53
  • msg #111

Re: Jesse Jumps In

Its done as you suggest.  Murr comes back later.

"I don't know what to think. There is one I would never think to be a traitor.  Another who is less clear, but upon prodding one of the others remembered that he saw the first at the time, and so it can't be him.  And I have two more that I have no idea of."

PT
Jesse
player, 66 posts
Peace through superior
firepower!
Thu 17 Nov 2005
at 13:31
  • msg #112

Re: Jesse Jumps In

"We never expect someone we trust to betray us Murr, thats what makes it such a rotten thing to do. There was once a very trusted general...er, war leader of my tribe that betrayed us. It was back when we were just establishing ourselves."

I briefly tell him the story of Benedict Arnold, skipping over details that wouldnt be understoood without hours of explianation.

"After the healer puts them to sleep we can forget about them until after the Thanar leave. In the mean time, let get back to the tower, I want to be ready in case they try something."
Playtester
GM, 988 posts
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Thu 17 Nov 2005
at 16:23
  • msg #113

Re: Jesse Jumps In

You keep watch, and toward night you see two of the soldiers slip off.  Figuring that they are up to no good, you drift on over their way after charcoaling your face.  You follow them around the town, as they sneak, and you realize they are carrying something, a bag full of something that is soft, but unmoving.

They come up to the main creek that services the village, and prepare to dump the bag into the creek.

PT
Jesse
player, 67 posts
Peace through superior
firepower!
Fri 18 Nov 2005
at 00:53
  • msg #114

Re: Jesse Jumps In

Using every skill I ever learned in the Corp, I circle around the two soldiers, draw my knife and a javelin, and get as close as I can to them. I take a deep breath, and make my move. I throw teh javelin at teh further one, and attack the closer with my knife, trying to keep it as quiet as possible.
Playtester
GM, 995 posts
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Fri 18 Nov 2005
at 03:59
  • msg #115

Re: Jesse Jumps In

Your first javelin is slightly off and smacks into the arm of the first.  Its followed by Murr's strike who you had taken along with you, and his shot goes right through the opponent's heart.  Before the second can more than turn in surprise, you are on him, and have cut his throat.

He tried to fend you off, but he simply did not have the strength with the brutality of your rush, and your superior leverage of position.

Murr searches them, and puts two small stones near their heads.  A faint smell of ozone is in the air, and you see some dust stir near their heads.

"Journey safely back to the Ancestors, brave warriors. Your fight is over."  He says this very softly, and then retrieves both of your javelins from the body of the first.

PT
Jesse
player, 68 posts
Peace through superior
firepower!
Fri 18 Nov 2005
at 04:24
  • msg #116

Re: Jesse Jumps In

I grab the corpse of one of the Thanar and throw it over my shoulder, steadying it with my right arm, then pick up the bag they were carrying with my other hand. I instruct Murr to bring the other, and head for the fortress. Once we are inside the gates, I have a couple of recruits go to the site of the attack, and brush out any signs of a struggle. Then I dispatch another recruit to go bring the chief.

While the chief is on his way, I search the bodies and take all of their weapons and possesions before turning my attention to the bag they were carrying. When the chief arrives I take a moment to tell him about what happened.

"Greetings Chief. Tonight I was watching the Thanar soldiers for signs of treachery, and not unexpectadly, they delivered. About an hour ago, these two snuck to the mouth of the creek that runs through the village with this bag."

I point to the dead soldiers and the bag they hadf carried until the moment of their deaths.

"Its common practice to poision the water supply of an enemy before laying siege to their position. I couldnt let that happen, so I acted. Murr-at-kapp and I were able to take the soldiers down before they could dump whatever is in that bag into our water supply. I know you wanted to avoid a conflict if at all possible, but considering the circumstances, it was better to act than to do nothing."

I walk over to the bag, and slice open the bindings, opening it for everyone to see.
Playtester
GM, 999 posts
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long-time gm
Fri 18 Nov 2005
at 13:35
  • msg #117

Re: Jesse Jumps In

They have a thickly tied leather bag full of carrion and maggots.  Everyone jumps back as the large five inch long worms start heading out for more sustenance.

For weapons, they had a javelin of good quality, a steel sword, a leather shield, leather armor of good quality, and nice boots.

Money totals two armbands made of silver.  Variously nicked upon.

The Chief is greatly angered, and considering sending out his forces at first light to kill the remaining four.

PT
Jesse
player, 70 posts
Peace through superior
firepower!
Fri 18 Nov 2005
at 20:57
  • msg #118

Re: Jesse Jumps In

I order two of my recruits to call all of the others in and as many of the other villagers that can quickly be assembled. As we wait I turn to Murr.

"Sword Brother, the armor is yours. You have more than earned it and your sword. As of now you are Second in Command of our little group of Marines. You will have more responsibilities, and the work will seem endless, but you can always take comfort on the fact that you are protecting your people...and if anything goes majorly wrong, I as Captain will carry the burden of blame."

Turning to the chief I beguin to speak in a soft but angry voice. My anger is not directed at him, and I try my best to convey that fact.

"Why dont you let me and my Marines deal with the scum? The training is comming along quickly, but I need to test them in battle. They need a victory to bolster their confidence, and I might get more recruits after we wipe them out...well, almost wipe them out. I want to send the Thanar a message, one that an enemy of my people used in a war in our past. They were called the Viet Cong, and they were fierce warriors. They knew more about ambush, sabatoge and the psychological warfare than you or I will ever learn. I'm not quite ready to go to the lengths Charlie did, but I think its time for another object lesson, so we will take one prisioner. Maybe this one will sink in."

As my recruits file in with the villagers they could find on short notice, I go into Drill Sergent mode. Head high, shoulders back, my voice in a commanding tone I start to speak.

"People of the Red River Village, tonight we have defeated a plot to weaken the village and harm its people." I walk to the dead Thanar and savagely kick one of the bodies, "These honorless, lizard loving, pieces of trash tried to poision our water supply, but they were shown the error of their ways. For them the lesson was fatal, as it will be for all but one of the Thanar camped outside the walls. At first light, my Marines and I will go and remove this insult to the People and make certain they never draw another breath of our air. There is war comming my friends, and it will be brutal and bloody. You must harden your hearts to the pain we will inflict on our enemies. You must prepare yourselves and the village for the battles that will soon come. You must show the Thanar that the People are too fierce of an enemy to even consider fighting. If you do not, this village and everyone in it will surely die.

Those of you that have the strength and courage to commit your very lives to this struggle are welcome in the Marines, and should speak with Murr-at-kapp. He is my Sword Brother and Second in Command, he will assign you your tasks. There is much to be done before we are fully ready to teach the Thanar the ultimate lesson. The fortress must be strengthened, the well must be cleared of silt, provisions must be laid in store, vessels must be corraled within the walls of the fortress, the fires and forge of the blacksmith must burn and ring day and night, churning out weapons and armor. There is much work to be done, but its not an impossible task. The people are strong and fierce, and we will overcome!"

Hoping my little politacal speech fired them up enough to tackle the tasks that needed doing, I turn to the chief and quietly advise him to urge the People to work with us to ensure the saftey of all.

Tilnak, I have a task for you as well. I want you to search through my memories and learn everything I have ever learned about combat. All of my training and battle experiance are your library, and you must learn all you can in as short of a time as you can. If I fall in battle, there has to be someone with this information. I believe its the key to defeating the Thanar, so its up to you bud. Also, once we have dealt with the remaining soldiers in the morning, I want to try accessing those parts of my brain that are inactive. We need every edge we can get right now.
Playtester
GM, 1004 posts
novelist game designer
long-time gm
Sun 20 Nov 2005
at 17:21
  • msg #119

Re: Jesse Jumps In

Murr's fur all stands on end, and he stands to his full height which makes him tower even further over you.

"Yes, sir."  He then pelts off to go get his sword.

The Chief thinks, and then summons his council, and whispers with them.  Then he comes back to you.

"Jesse, we have our way of war, but we will watch your way, and thus make a judgement as to which is wisest.  Does this seem well to you?"

That night you get a dozen recruits who want to join up with you.

And Tilnak agrees.

"For we make war on a dreadful enemy of great reach and depth.  Their littlest finger is extended toward us now, but soon we will get their attention in full."

PT
Jesse
player, 71 posts
Peace through superior
firepower!
Sun 20 Nov 2005
at 20:55
  • msg #120

Re: Jesse Jumps In

I agree with the chief, and go to my hut to prepare for the comming attack. I make as many grenades as possible, using leather bags packed tightly with black powder and bits of metal, using short pieces of oil soaked twine as fuses. I give Murr the crossbow to use durning the attack, and keep my rifle and pistol for myself.

About 2 hours before dawn, I split my recruits into four groups, and order them out of the village on the oppisite side from the Thanar. We all circle around, and set up at the four points of the compass. I lead the northern group, Murr takes the southern, and two of my first recruits take the east and west. I make sure that everyone is clear about leaving one alive for a prisioner, and not harming their lizards if at all possible. I tell them that the signal for the attack will be the first shot from my rifle, once they hear that, they are to kill two of the remaining Thanar, and capture the other.

As dawn breaks, I scan the enemy camp and sight in on the first Thanar I see. As soon as I have a clear shot, I take it.
Playtester
GM, 1010 posts
novelist game designer
long-time gm
Mon 21 Nov 2005
at 04:05
  • msg #121

Re: Jesse Jumps In

As you sneak up on the camp you see that two guards are awake, with their weapons in their hands, and that they are standing behind picketted lizards.  The six lizards form a circle around the campfire, and a serviceable impromptu fort.

You cannot see the other two from your position.

If you use your grenades, its going to be hard to be discriminate and avoid injuring one, and killing lizards.

Any plan changes (and keep in mind that the other groups are out there, and you can't communicate with them.)

Tilnak has you stop around seventy feet away.

"Much closer, and their Mindsight will see an occupied vessel even in the night.  Perhaps especially in the night.  Yes, I think so.  More visible by a small bit in the night."

And then you see the two guards crouch down, yelling something.  They are not visible except for a quick peek here and there.

PT
Jesse
player, 72 posts
Peace through superior
firepower!
Mon 21 Nov 2005
at 04:27
  • msg #122

Re: Jesse Jumps In

Seventy yards is still an easy shot for me. I settle in and wait for one of the guards to pop their heads up for long enough for me to get a shot.
Playtester
GM, 1016 posts
novelist game designer
long-time gm
Mon 21 Nov 2005
at 04:44
  • msg #123

Re: Jesse Jumps In

The other two have woken up by the first two.  You wait for the shot hoping that none of your inexperienced troop decide to rush them before the shot goes off.

Two minutes pass, and then BLAM!!

One down, and your troops rush them cheering a battle cry.  The fight is short and vicious.  You have one badly wounded who transfers to another vessel, and then mercy kills his former vessel which begins keening in pain.  You took out another with a shot, and then had to refrain as the combat got too close together.

The enemy injured one of yours with a spear toss, and another with a sword strike as the attacker clambered over a lizard.

You have one injured prisoner.

You did not use grenades in the attack.

PT
Jesse
player, 73 posts
Peace through superior
firepower!
Mon 21 Nov 2005
at 13:33
  • msg #124

Re: Jesse Jumps In

My first priority is to my wounded. I have one of my first recruits see that they are taken to the healer for treatment or transfer to new vessels. I assign Murr to prisoner detail, instructing him to bind the Thanar, and only give him enough medical treatment to keep him alive, then I have the others gather all of the enemies gear. Tents, lizards, and everything else they had brought with them. I throw the dead bodies onto the backs of their lizards and then lead my men back into the fortress, congradulating them on our first victory, assuring them that its the first of many in the war to come.


OOC: Sorry for the short post, I'm running a bit late for work.
Playtester
GM, 1021 posts
novelist game designer
long-time gm
Mon 21 Nov 2005
at 15:34
  • msg #125

Re: Jesse Jumps In

You get back to the fortress with your group, and your prisoner laughs.

"This is pathetic. You and yours would not stand a day against the might of the Thanar. Not even a morning.  But now, with this treachery, you have assured final death to all of you.  You will be captured, and driven far from the Flux and your spirits will never make it back to the Ancestors, and will drift apart in the cold until final death comes, and this will be when my tribe comes to slaughter you all, and turn this village into a corral for lizards."

He spits at you.

PT
Jesse
player, 74 posts
Peace through superior
firepower!
Tue 22 Nov 2005
at 00:12
  • msg #126

Re: Jesse Jumps In

I wipe the spit from my face, and backhand him hard across his. I wouldnt use my full strength against any of the People, but I dont feel any need to hold back with the Thanar.

I ask Murr to find the owner of the oldest, most broken down lizard in the village, and trade one of the captured beasts for the worn out one. I wouldnt want to take something for nothing, and I get to improve someones livestock in the mean time. Using one of the steel swords we took off of the dead enemies, I cut the heads off of the dead Thanar and tie each to one of their shields. A severed vessel head might not mean much to them, but when its attached to one of their symbols....I think they will get the point.

I order the prisioner stripped of all his armor and possesions, then tied to the saddle of the old lizard, I also tie the shields with the severed heads to the saddle. Before I send him on his way I make a couple of small cuts on his feet. Not enough to cause him to bleed to death, but enough to attract any predators that might be lurking about. As I lead the Thanar out of the village walls, I give him a warning.

"I sincerely hope you are enough of a rider to guide this old lizard with your knees, if not you will probally die soon. Your death wont cause me any grief, but it means that I'll have to hunt down and kill another party of Thanar to send my message to Va-lilk-domin-'crummmm. As soon as you return to your people, tell them everything that happened here, also tell them that I will personally kill anyone that threatens the saftey of the Red River Village. My weapons make yours look like toys, and I have killed more people than you have even met. Another couple of hundred Thanar wouldnt bother me in the slightest...it might even be fun and profitable. Who knows what kind of rewards I will recieve for exterminating the Thanar like the vermin they truely are?"

I give the lizard he is on a slap on the rump to set it on its way and head back into the fortress. Once I see Murr, I send him to the blacksmith to try to convince the man to move his forge inside the fortress in case the village walls are breached in an attack.

Its not the start I would have prefered...a couple more months to prepare for an attack would have been nice, but I think we will get by. Now, lets settle down by the fire, call Murr, the healer and the chief, and start to see what new areas of my brain you can activate Tilank.


OOC: Whats the inventory on the spoils I took from the rest of the Thanar party?
Playtester
GM, 1028 posts
novelist game designer
long-time gm
Tue 22 Nov 2005
at 04:03
  • msg #127

Re: Jesse Jumps In

Once you are settled by the fire, a recruit comes in with a list of the possessions.  Each had a fine riding lizard, a steel sword, a saddle, four javelins, a leather shield, armour (although one's armour was destroyed in the fight), a pair of saddlebags filled with trail foods, and a knife of flint, and a blanket, and small black stones that look like they are shaped as statues of shields.  There is also one axe, and a map and two tinderboxes.

Later, Tilnak begins with his preparations as the others arrive.  Murr says the blacksmith wants to talk to you about it.

Then Tilnak presses something in your head...and you float off the ground, and start to spin like a top while laughing almost uncontrollably, and the speed keeps rising...you can feel significant g-forces, and your vision is starting to get a little gray around the edges, and your hand plows right through one of the rafter supports....

OOC: And yes thats a botch again...yeah!
Jesse
player, 75 posts
Peace through superior
firepower!
Tue 22 Nov 2005
at 04:17
  • msg #128

Re: Jesse Jumps In

Tilnak, slow it down. Last time was a disaster, lets not repeat it. Start slowly, then if there is positive progress, proceed.

I examine my hand for any damage from the rafter support, hoping that with an up coming battle there isnt any.

Ok, lets try that again, but slowly this time.
Playtester
GM, 1033 posts
novelist game designer
long-time gm
Tue 22 Nov 2005
at 04:40
  • msg #129

Re: Jesse Jumps In

You feel Tilnak reach out and touch something, and a huge overpressure fills your mind.  And then the walls of the hut and the roof explode outward into dust.  You're spinning in mid-air now, and your visitors are cowering in abject terror.

And the gray has spread...

PT
OOC: Yes thats another botch but only a one effect one.  Fixing this before it kills you will be harder than learning to do it right.
Jesse
player, 77 posts
Peace through superior
firepower!
Tue 22 Nov 2005
at 04:51
  • msg #130

Re: Jesse Jumps In

HOLY CRAP!!!!!!

I decide to treat this like a grey out durning a H.A.L.O. (High Alttitude, Low Opening) jump. I concentrate on my breathing, and focus my mind on my center of balance. Curling into a tight ball I will myself to stop spinning. I even adopt my pain suppression mantra into it.

God, Corp, Country...Stop spinning. God, Corp, Country...Stop spinning. (ect).
Playtester
GM, 1036 posts
novelist game designer
long-time gm
Tue 22 Nov 2005
at 15:15
  • msg #131

Re: Jesse Jumps In

Its hard to keep focusing, and for seconds at a time the world goes away, but you keep on plugging at it, and its with a feeling of shock that you realize you are on the ground, and not spinning.

You lean over, and throw up breakfast, and then continue to dry heave for a couple minutes.  You feel gentle hands checking out pressure, and other signs.

"He seems to be okay.  He trembles but its exhaustion."

===========================================================================

The Chief waits until you are sitting upright.

"Next experiment is done outside the village. Agree?"  Its not really a request you can tell even though the Chief is trying to be gentle.

PT
OOC: Abort Self-focused and self-continued (i.e. if you create an independent force this won't help) Telekinetic Botch 1@1 skill is added to your skills.
Jesse
player, 79 posts
Peace through superior
firepower!
Tue 22 Nov 2005
at 23:22
  • msg #132

Re: Jesse Jumps In

I agree with the chief, and make a weak joke about Tilnak's hut being too small for both of us anyway. I ask Murr to help me to the blacksmith, when he tells me that I need rest, I tell him that the Thanar arent resting and wont rest until we are all dead.

Ok bud, I think we should stop experimenting until after we have taken out the Thanar. I hope you like sleeping in the fortress, because thats our new home for a while.

As we move through the village, I ask Murr how the work is comming on the preperations for the upcomming war.
Playtester
GM, 1048 posts
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Wed 23 Nov 2005
at 04:22
  • msg #133

Re: Jesse Jumps In

The blacksmith points out when you get to him that you want him doing work, and if he is moving his forge, he's not doing work.

"We've got a small group of recruits, five total that went through that fight. And we've got fifteen brand new recruits.  Plus a bunch more that are wavering.  Some of them are not sure how many people you'll need.  Others wonder how the village is going to support everyone if so many people spend their time learning to fight."  Murr says in his report after you leave the blacksmith's.

PT
OOC: And I was enjoying your botches...
Jesse
player, 80 posts
Peace through superior
firepower!
Wed 23 Nov 2005
at 04:39
  • msg #134

Re: Jesse Jumps In

"I have an idea Mastersmith, wouldnt your move be a lot faster and easier if you had about 20 people helping? I've been attempting to work on my recruits strength training, and moving heavy pieces of equipment around, and setting them back up to your specifications would certainly be a good workout. As a matter of fact, once you are all set up within the fortress, I can make working in your forge part of their daily training. I realize that the work you do is highly specialized and not for amatures, but having some extra people about to pump bellows, and do your grunt work will free you up to concentrate on the work only you can do."

I turn to Murr and outline a basic plan of training and orginization.

"Make our original five acting Corprals, and have them supervise three recruits each. I'll want an hour of physical training starting at an hour before dawn, a meal, then two hours of combat training. Give them half an hour break, then set them into a work rotation. I'll want crews with the smith, working on the well, stocking and re-enforcing the fortress. But our first priority is relocating the forge inside the walls of the fortress. Once everything is set up to the Mastersmith's satisfaction, start up the routine. Give them their meal and rest breaks when you think they need them, but work the men hard. We dont have much time to get them into shape.

I'll talk to the chief a bit later and see if he cant convince some of those that are wavering into joining us. You know what they say about the man that sits on the fence, dont you? He is at risk of getting splinters in his butt."


OOC: I'm glad someone was enjoying those botches. Dont worry, once I have things a bit more set up, I'll give it another try...but I'd sorta like a crack at the Thanar before I get versed out.     :P
Playtester
GM, 1052 posts
novelist game designer
long-time gm
Wed 23 Nov 2005
at 13:11
  • msg #135

Re: Jesse Jumps In

The Chief assures his people, and suddenly you have an additional thirty people.  This leaves about thirty more in the village that haven't signed up.  Some are such as the Master Smith, and the Chief.  Others seem to think this is foolishness.  One with several friends laughs at your methods of combat saying his methods are better.  And of course some are combat unfit for various reasons.  And two are pacifists.

The forge is moved, and you find two new things about the People. One, they take to your discipline quite well, and cooperate beautifully.  Two, they will on occasion deliberately push themselves so hard as to require another body change.  You learn to not say "Give a hundred ten percent!" Because they will do just that, and then have to go shift to another body.

A week passes, and your system is in shape.

One difficulty.  It is tradition to put a small stone in the shape of a circle near a dying People who is an enemy.  Its considered a commandment of the Ancestors.

PT
Jesse
player, 81 posts
Peace through superior
firepower!
Wed 23 Nov 2005
at 13:40
  • msg #136

Re: Jesse Jumps In

Now that I have a bit more sizable force, I get a little more ambitious in my training. I beguin to personaly spend two hours a day teaching the hand to hand combat I learned in basic training and the more lethal 'dirty tricks' I picked up in Recon school. I also make sure Murr and I have at least two hours to produce as much black powder as possible. With the blacksmith hammering out javilens and crossbow parts I make sure the weapons are being put to good use, and spend a few minutes with the smith everyday, seeing if he is making any progress with the ideas of sword making I gave him.

In what I consider an especially clever moment, I make a suggestion about the circle of stones,

"Why not make a larger circle, one that surrounds the entire valley? Any Thanar that engauge us are going to die anyway, so we might as well cover them all at once."

While I'm spilling over with brilliant ideas, I remeber something from my childhood while trying to figure out a way to deliver grenades further than I or the People can throw. I remeber the horses mounted on springs that would let a kid sway back and forth, building up momentum. When I was 4 I lost two teeth getting pitched off of one of those, so I know for a fact that the spring will launch a small to meduim grenade much further that one of the horses launched a tiny Jesse.


OOC: Was that last bit clear enough? Its fairly early, and I have had three cups of coffee yet.
Playtester
GM, 1059 posts
novelist game designer
long-time gm
Wed 23 Nov 2005
at 19:34
  • msg #137

Re: Jesse Jumps In

Their basic combat techniques as it stands is to ride up with lizards, dismount, walk forward until they find a small hill, draw up a rough line, and put up a shield.  Wait. Taunt each other.  One side advances, and both sides let fly with javelins.  Usually only one flight of javelins gets tossed.  A rough meeting of two short lines occurs, until one breaks, and then they often retreat without much harm, unless its a serious fight, and then they may get javellined in the back, and then run down.

In other words, Viking barbarian land tactics might be a step up for these fellows.  And they are essentially dragoons, that is mounted infantry.

Are you teaching them better one on one fighting, or small squad tactics?

The smith has been working hard on your sword idea as he finds it personally fascinating.

Your idea gets talked about, and they send a runner to a nearby village to ask advice from their Talker to Ancestors.

"Jesse, I've looked through your mind. Much I see is bizzarre, and I don't know how to make it help us.  Other things make sense..."  Tilnak shows you a vision of a phalanx.  "But other things I do not understand at all.  You have warriors, not-warriors, small not warriors, and really small not-warriors."  It shows you pictures to accompany these.  The first is a friend of yours from the Army. The second is a male cousin who is an artist.  The third is a girl friend.  The fourth is one of your youngest nephews.

PT
Jesse
player, 82 posts
Peace through superior
firepower!
Thu 24 Nov 2005
at 01:33
  • msg #138

Re: Jesse Jumps In

My people's social and gender structure might be a little complex for the moment bud, why dont we tackle it when we have a bit more free time...like the week it will take me to explain everything in detail. As for the phalanx, it was a good formation in its time, but modern tactics and methods would chew one apart. You have seen what a grenade can do from looking through my memories, right? Just imagine what would happen if someone threw a grenade into the middle of a phalanx. It would be a much quicker way to win this war if the Thanar adopted them, but I dont really see that happening. They will probally just grunt, scratch and pick fleas off of one another while we use proper tactics to massacre them.


I go and teach a one on one session, then about an hour later a squad vs. squad simulation. Thinking about the way they normaly fight, I decide to advance their saddle making by about a century or two. I swing by the blacksmith's forge, and ask him to make 4 'D' shaped pieces for me, two just a bit larger than my booted foot, and two a bit larger than Murr's foot. While he is bending the metal, I describe the spring to him, letting him know that if we make the coils long enough, we can set up a base, and screw them lower as the enemy advances, shortening the range of the grenade throwers.

Once I have the D rings, I send one of the recruits to fetch me twelve strips of leather, three inches wide, and six feet in length. I tell him to bring them to my room in the fortress and go find Murr. Once I find him, I instruct him to grab one of the saddles that we got from the Thanar, and I grab one that I got from the bandits. After we have saddles in hand, I lead him back to my room to start working with the leather strips. I take six and hand him six, then show him a very basic braid to tie the pieces together. I show him to attach three of the pieces to the saddle where his legs would usually hang, then start braiding. While we work I start to talk over some battle plans with him.

"I once told you I was going to show the People a new way to make war. A more effective and effecient way to kill your enemies, while keeping your own losses low. The way I see it, your current way of fighting is as mounted infantry. You ride up, dismount and go to fighting. No offence intended Sword Brother, but thats a stupid waste of a valuable resource, namely your mounts. If we wait for the Thanar to dismount, we can charge faster while still on our lizards, throw a couple of javelins, then attack with swords from a higher position using the speed and momentum of our mounts to aid in our blows."

As my braid gets a little shorter that leg length, I attach the first D ring and tie it off. I let Murr know to do the same when his braid is at its proper length, then we start on the other side of the saddles.

"There is also the harry tactic. You charge an enemy while mounted, and just before you engage your force splits into two groups. You then circle the enemy, attacking with javelins and swords, slicing into their outer soldiers and keeping them confused and off balance. If they adjust to your tactic, you regroup and ride off; waiting to attack again when they arent expecting it. Of course we are going to be waging a primarily defensive battle here, but a wise man of my people once said 'The best defence is a good offence'. I'm thinking that we should garrision a small detachment of mounted soldiers outside of the village to mount sneak attacks and make life miserable for the Thanar while they are laying seige on the village."

As we complete our saddles, I double check all of the pieces making sure that they are secure before grabbing a double handfull of javelins and leading Murr to the stables. After we saddle a couple of lizards I show him how to use the stirrups to mount. We ride out into the open area just under the tower and I give him his instructions.

"Ok soldier, kick your feet out of your stirrups and ride back about thirty yards. Then gallop forward and throw a javelin at one of the targets we use for the crossbows. After you have finished, put your feet back into the stirrups and repeat the exersize, except when you are about to throw your javelin, stand up in the stirrups and throw with your whole body weight. After you are done, we will examine the two throws."


OOC: Sorry, I had a lot to get out all at once.   :P
Playtester
GM, 1074 posts
novelist game designer
long-time gm
Thu 24 Nov 2005
at 05:48
  • msg #139

Re: Jesse Jumps In

"Gender, what is gender?" Tilnak says.

Murr gathers what you mean by a spring since he seen curlicues of brass vibrate after being touched.  Although it is hard for him.  Its not easy for the smith either.  And you realize as you struggle to explain this that the spring is probably the most advanced piece of technology that these people will have.  Still you and they manage to grasp the idea.

Murr throws as hard as it is safe to do so, which despite the extra height is shorter than a throw from on foot.  Because if he threw at maximum force, he would toss himself out of the saddle.

He looks at you as if to say, I told you so.  That they have good reasons for being mounted infantry...

Then he comes back, and tries it with the javelin.  It flies, even further than you expect,and bounces off the fort wall near the top of the outer wall.  Murr is staring at it in utter shock, and then he starts racing around in a circle on his lizard and ki-yi-yi-ing in utter glee.

Everyone that is looking just stares with their mouths hanging open.  And you realize that one of them might be the traitor who has not been found yet.

"You just changed the world, Jesse'thrumTaylor." Tilnak says soberly.

PT
OOC: Your corporals are Snarr-Vu-Tak'Thrumm, Hov-ik-ra'mmmmmm, Ta-Meved-Ru'dhummm, Higgs-Vik-Sna'Thrumm, and Boc-Iv-Na'sommmm.

PT
Jesse
player, 83 posts
Peace through superior
firepower!
Thu 24 Nov 2005
at 06:36
  • msg #140

Re: Jesse Jumps In

Tilnak, to use a popular saying among my people...You aint seen nothing yet.

As soon as Murr clams down a bit I call him over and whisper to him that we need to speak in private. I pull him aside and ask him if there is an oath to the Ancestors that would bind even a Thanar, something so absolutely set in stone that no one on this world could even consider betraying it. If there is I tell him to gather the Corprals and meet me my room in the tower in one hour.


"Did I not tell you that we would defeat the Thanar?!"

I ask my troops. I work my voice up loud enough that it can be heard outside of the fortress. Its time for another speech....I used to laugh at officers for doing things like this, but I'm quickly understanding the need to keep people inspired.

"I was born....I was born in a diffrent place, among diffrent people. The throw you just saw was amazing, but compared to the weapons my native tribe have, a javelin is but a toy. We...no, they; for I now consider myself of the People, a member of the Tribe of the Red River Village. They have weapons that can burn rocks and set fire to the sky. Weapons so terrible that they are afraid to use them for fear of destroying the world they live on. But even with all of the weapons they have, I would still rather face the Thanar with the People at my side! I have seen honor and strength of will among you that is undreamed of with my people. I have experianced generosity that is unrivaled. I was born with others, but I was meant to live with the People. And I will teach you everything I can to defeat ANY enemy that threatens us. The Chief and healer have seen what my mind is capable of when it is unleashed, I dont have  full control of it yet, but even if it kills me....brings me the final death, I will use everything I have to defeat the Thanar.

Marines, learn your warcraft well, for when the battle starts, you will be your brother's protector.

Farmers, tend your crops well and build the stockpile within the fortress, for when the Thanar come you will be your brother's provider.

Smith, hammer your metal with all your heart, for when the dogs of war come to the gate of the village, you will be your brother's armoror(sp).

Healer, gather your herbs and medicines, for when the battle beguins you will be your brother's relief.

Shepards, tend your vessels well and make them strong, for when they need them you will be your brother's savior.

Chief and counsil, hone your wisdom and knowledge, for you are your brother's keeper."


I step down without waiting for applause or jeers. I simply move to meet with my Second and Corprals.
Playtester
GM, 1081 posts
novelist game designer
long-time gm
Fri 25 Nov 2005
at 04:21
  • msg #141

Re: Jesse Jumps In

Huge cheers erupt from the recruits, and extend to those watching even from the outside.  Your leaders wait in quietness.

Later the chief comes to you, and hands you, in private, a short sword in an age-blackened sheathe.

"This is yours for as long as you live. It has been many cycles of years since we have had a war leader, but with the grace and wisdom you have shown I fear not to give it to you.  I only fear to have the world in which such must be given.  Now you stand second to me in the village, and when in the field you are in charge.  You are now one of the council as well.  I feel that the Ancestors have sent you to us for such a time as this. May the Ancestors have mercy on us, and should we fall, let us pray that we may meet them in the fields of the Flux."

The handle is warm and smooth in your hand, and not made of brass.  But it feels like the weight of the world pulling you down to the center of this world with the responsibility for these lives in your hands.

PT
Jesse
player, 84 posts
Peace through superior
firepower!
Fri 25 Nov 2005
at 08:30
  • msg #142

Re: Jesse Jumps In

"Chief, you are the leader of us all. I will direct the battles, but thats as far as it goes. I will vote with you in the counsil because I respect your wisdom...and I know much less about the statecraft then you do. We both are servents of the People."

I wait until I'm with Murr to draw and examine the sword, and I ask him of its properties and history,


OOC: Sorry about the short post, its late and I'm buzzed.
Playtester
GM, 1088 posts
novelist game designer
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Sat 26 Nov 2005
at 01:11
  • msg #143

Re: Jesse Jumps In

"Its most ancient. From a time so far in the past that what is my memory and what is legend and myth is indistinct.  It is said that it was found by the first of the People to wander the land in vessels, and that it has been much traded and even stolen since then. Its said that no one Person could defeat the holder of this blade, but that at least five must join in sacred oath to do so, and even then it is not certain. It is magic, the Power of the Ancestors made physical, or so some say."

You draw the short blade, and it looks more like smoke than metal, most of the time.  Its such that you have a hard time focusing on the blade with your eyes, and in fact doing so gives you a headache. At times it looks like a blade if you're not looking at it too closely, at other times it looks like smoke.  It feels off in your hand, not properly balanced, and a test of its blade has it sheer through a scrap piece of leather with ease.

PT
Jesse
player, 85 posts
Peace through superior
firepower!
Sat 26 Nov 2005
at 02:25
  • msg #144

Re: Jesse Jumps In

"Well then, I guess I had better step up my sword practice to honor this blade. If its got some kind of mystical abilities, maybe we should start with me facing 5 at once, then work our way up to more."

I gather Snarr-Vu-Tak, Hov-ik-ra, Ta-Meved-Ru, Higgs-Vik-Sna and  Boc-Iv-Na and present them and Tilnak with the steel swords that were taken off of the Thanar.

"You are the leaders of this little army, and thats no small chore. I expect the five of you to work at least as hard as Murr-at-kapp and I do...but dont push yourselves to the point you have to transfer to a new vessel. That is counter productive to your training. You are each responsible for a group of nine recruits each, and in time you will be promoted to the rank of sargent. I want each of you to keep a close eye on your charges, look for those that might make good corprals once you are sargents. Also keep your eyes open for any possible spys."

I walk out to the practice yard and start going through the sword stances and movements I have been taught, fully intending on keeping at it until I fall over from exhaustion.
Playtester
GM, 1094 posts
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long-time gm
Sat 26 Nov 2005
at 02:35
  • msg #145

Re: Jesse Jumps In

You practise for hours.  It doesn't take you long to realize the sword is not designed for a human hand.  And after a while, you decide its not made for the hand of a vessel either.  Experimenting with it a bit, you think it would work best if you had two thumbs, and two main fingers.

But, it chops through leather with ease, and is literally as light as air, and its a powerful status symbol.

You practise until your muscles ache, and then past that.  Tilnak asks if you want him to relieve the strain, and you say no.  Otherwise, you could hurt yourself out here.

Finally, sopping wet, you make your way back to the fortress where a couple buckets are warming by the fire for you.  Someone left them, and its with deep gratitude that you have a bucket bath/shower with hot water.

You check on things, and they seem to be going well.  The People seem to be more easily led, or perhaps just more logical than Humans.  Also, they have centuries of interacting with each other so they are good at it.

Your plans are proceeding...

PT
Jesse
player, 86 posts
Peace through superior
firepower!
Sat 26 Nov 2005
at 04:02
  • msg #146

Re: Jesse Jumps In

After I wash myself I put on a clean pair of clothes. Even though my body was tired, my brain was still racing. I headed down to the main hall of the tower and found one of my corprals, I instructed him to set the recruits to making stirrups for all of the saddles in the village and tehn to gather the other corprals and Murr and meet me in my room. Before I head back up, I gather enough food for all seven of us to share a meal together, and a large skin of water.

Once everyone was assmebled I outlined a plan to send out eight advance scouts to watch for the Thanar. One to the north, north east, north west, south, south east, south west, east and west. I want them to take 5 days of food and water with them so that they  can ride out for one full day, camp and watch for three, and ride back in. I work the schedule so that after a scout has spent his three days on watch, the day he leaves to return to the village, his replacement arrives. I also set up a roving patrol that makes day trips to the surrounding countryside, watching for bandits and other dangers.

With all of this set up, I sit back and wait for questions.
Playtester
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Mon 28 Nov 2005
at 05:23
  • msg #147

Re: Jesse Jumps In

The chief question is that this is a lot of resources.  Its asked in several ways, but the problem boils down to is that you have a village with Bronze Age technology, and while they are wealthy enough for that...having a standing army doing patrols is going to be a significant drain on lizards, vesselpower, and food resources.

In order to introduce total war to the bronze age, you're going to need a better industrial base...

PT
Jesse
player, 87 posts
Peace through superior
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Mon 28 Nov 2005
at 05:44
  • msg #148

Re: Jesse Jumps In

"Prehaps it would be a good idea to band several villages together. Tilnak told me he was on a journey to find allies against the Thanar, and I think that with the advances we have already made, we can convince people much better. I think that in the morning I'll take one squad and set out for the closest village to our location, and if we can convince them, I'll make a circut and try to form an alliance among the People. You mentioned that there was a close by village that had someone that speaks to the Ancestors, right? That sounds like a logical place to start. I'll take one squad...Higgs-Vik-Sna's I think, and leave after morning drill."
Playtester
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Mon 28 Nov 2005
at 13:40
  • msg #149

Re: Jesse Jumps In

You set off down the valley following the creek as it becomes a very minor river which will lead you to the Bright Village.

Your troop is trying very hard, but this whole movement across land thing, while acting military is something they are completely hornswoggled at. Higgs-Vik-Sna is gritting his teeth, and giving increasingly frantic orders to keep in formation.

Part of the problem is that the lizards have their own notion of formation, about three feet apart.

PT
Jesse
player, 91 posts
Peace through superior
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Mon 28 Nov 2005
at 14:19
  • msg #150

Re: Jesse Jumps In

"Relax Corpral, we arent on a parade ground so looking good isnt an issue at the moment. Just make sure the troops are somewhat evenly spaced, in a colum of two and alert for the Thanar or bandits. This is more of a diplomatic mission than a war party, so we can forget about the pomp and ceremony until we are in sight of the Bright Village."
Playtester
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Tue 29 Nov 2005
at 00:24
  • msg #151

Re: Jesse Jumps In

That night you camp out, setting watch, and other than a slight disturbance about the middle of the second watch which could have been a watcher, or could have been a small lizard, there is no problem.

The next day, you rise, and eat, and get ready. About noon, you come around a coner of the valley which has been steadily widening, and see below you another village.  Its perhaps fifty percent larger than yours, and it has three large buildings rather than just two.

Beyond it, perhaps five miles is a wall of flashing, arcing, white that stretches across the valley, and thinner, but still present upon the mountain ridges.  The wall of light is composed of thin strands, most densely laid together, and you see that it never really ends as it goes up although it gets thinner and thinner as it ascends to become one of the aurora borealis in the sky, and perhaps beyond the sky.

All your troopers get off their lizards, and bow down to the ground.

"Great Ancestors, bless us of the Red River Village, allow us back into your presence..."

You're looking at the Flux which to them is Heaven.

PT
Jesse
player, 92 posts
Peace through superior
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Tue 29 Nov 2005
at 00:35
  • msg #152

Re: Jesse Jumps In

I sit back on my lizard for a minute in awe, just staring at the light show, then I dismount, but dont drop to my knees.

"Wow....thats easily the most impressive thing I have ever seen. Is it always like that?"

Natural beauty has always taken my breath away, its one of the reasons I started my survival school in the Pacific Northwest. Even when I was in a war torn third world country, I could alway take a few minutes to appreciate natural wonders, but nothing EVER quite as impressive as this. I dont mind waiting while the People finish their religious duties, I just sit back and let them take their time, enjoying the view.
Playtester
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Tue 29 Nov 2005
at 03:11
  • msg #153

Re: Jesse Jumps In

Your corporal replies.

"Sir, sometimes its more active, but yes, pretty much its like this all the time.  The Flux is where the Ancestors live, and where we go if we flee from final death."

"The last cold journey is what you saved me from, Jesse. I would have tried to reach the Flux and failed, and just drifted apart on the breeze."  You hear Tilnak say.

"I have vague memories of living in there.  Hard to understand them. Sir." One of your recruits volunteers.

PT
Jesse
player, 93 posts
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Tue 29 Nov 2005
at 03:22
  • msg #154

Re: Jesse Jumps In

"Well lads, lets gather some moss, so they know our intentions arent hostile, and ride on down. We cam all this way to talk to the counsil of The Bright Village, so lets not keep them waiting."

As we gather moss for our ride down, I ask Tilnak to let me know what to expect.
Playtester
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Tue 29 Nov 2005
at 16:49
  • msg #155

Re: Jesse Jumps In

"Once they see we are not Thanar, they should be quite friendly, although a bit worried since we come as an obvious war party.  They may have heard of what happened to the Thanar who came to us, they may have heard lies.

They will greet us at the gate if they are nervous, and inside if they are not. We will talk a bit, and then we will be invited to private council, and then dinner. After that I am not sure which way it will go."

You ride down with the moss clearly in your hands, and several riders come out with weapons ready, but when they see the moss, they sheathe their weapons, and escort you up to the gate.

The Chief of this village greets you from a post on top of the gate.  He is attended by several others.

"Red River Village Warriors. I wish I could greet you as in times past. However, we hear disturbing news. News of treacherous behavior, of the slaying of emmissaries which is forbidden!"  He slams a mallet down on top of the gate wall to emphasize this point. "What say you?"

PT
Jesse
player, 94 posts
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Tue 29 Nov 2005
at 23:42
  • msg #156

Re: Jesse Jumps In

In a voice loud enough for all near us to hear, but not quite a holler, I let the chief know what really happened.

"Greetings chief of The Bright Village. I can understand why you cannot greet us as in times past....even though I wasnt here in times past." Small chuckle "There was indeed treachery when the Thanar sent soldiers to the Red River Village, but it was not on our part. When our chief, knowing the Thanar to be honorless, lizard loving scum refused to allow them entrance to the village, they set up camp not far away. During the night they tried to poision our water supply with rotting carrion, not particualry fond of the taste or affects of such, we stopped them and taught five of the six the Ultimate Lesson. We sent the sixth back to the Thanar to let them know we dissaprove of such actions."

Stepping off of my lizard, I unbuckle my sword belt and hang it from my saddle then motion the rest of my troops to do the same. I step away from the lizard, holding it only by the reins to let them know I'm not going to try anything.

"There is more to the story, and as to why we are here, but I'll give you a few moments to confer with your counsil to decide if you want to hear it, or if you would like us to leave."
Playtester
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Wed 30 Nov 2005
at 03:21
  • msg #157

Re: Jesse Jumps In

"Why do you say you were not here, Tilnak?  You were here but five months ago pleading for aid against the Thanar.  Now you claim to not have been here.?"

The Chief says.

"He's right. I was here. Look at this close range, we can recognize each other by our mind glows.  By the colors in our aura as some would say.  And since your aura is exceedingly dim, and mine is, well, normal.  He thinks he is talking to me."

PT
Jesse
player, 95 posts
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Wed 30 Nov 2005
at 03:32
  • msg #158

Re: Jesse Jumps In

"Perhaps we could speak privately, I'll ask my troops to ride back a bit if you would be willing to step out. This is another sensitive matter that I would prefer to discuss with you and your counsil before it becomes common knowledge."


Will the chief of The Bright Village accept the ruling of the Red River Valley chief? Either way, we have to be honest. Tell him everything you told our chief, and we will see how things work out.
Playtester
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Wed 30 Nov 2005
at 13:54
  • msg #159

Re: Jesse Jumps In

The Chief confers with several of his advisors at a time. Some are arguing one way, and some the other.

Eventually, he and one other, an oddly dressed vessel come out.

"Ancestor Speaker is with him." Tilnak says.

The two of them come up to you, and the Chief apologizes gruffly for taking two.

"Tilnak, what madness is this? Have you become unsane, and wish to breathe of the Ancestor's fire in hopes of recovering your sanity?"

PT
Jesse
player, 96 posts
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Wed 30 Nov 2005
at 14:44
  • msg #160

Re: Jesse Jumps In

"This is very, very important...use all of your senses and try and search this vessel for another personality. Ancestor Speaker, is there anyway you can verify Tilnak's sanity?"

I relax and mentaly sink down into my body, letting Tilnak take over.

Ok bud, your on. Do this just like you did with our chief, total honesty. I just hope this works out as well.
Playtester
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Wed 30 Nov 2005
at 15:13
  • msg #161

Re: Jesse Jumps In

"The only way to determine sanity is from action and talking to a person. Do your people have a better way?" Tilnak asks you.

Tilnak begins to speak, and he is not even half-finished before the Chief begins to interrupt him.

"Tilnak, friend of my people, you are obviously mad. We will take good care of you, and bring you to the Healing House."

Tilnak stops, upset, and then he speaks to you.

"My friend, they are going to hold us, 'for our own good', however, I sense that the Ancestor Speaker is puzzled by something.  Perhaps later..."  He gives a mental shrug.

PT
Jesse
player, 97 posts
Peace through superior
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Wed 30 Nov 2005
at 17:45
  • msg #162

Re: Jesse Jumps In

"I'm sorry chief, thats something I cannot and will not allow. There are two seperate personalities within me, and we have already gone through one trial to determine that no laws have been broken by this act. If we were in peaceful times, I would sit around and talk with you all day about the sanity of Tilank and myself, but since we arent another decision must be made. Send a rider to the Red River Village to confirm what I have told you is true, and my men and I will make a camp outside of your walls. I would however like to talk to Ancestor Speaker, he seems to have something he wants to say or ask."

I dont move away, but I prepare myself for a conflict if one starts.
Playtester
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Wed 30 Nov 2005
at 23:59
  • msg #163

Re: Jesse Jumps In

"He's babbling. Capture him."  The Chief says loudly.  The two put down their weapons behind them, and then start to approach you from both sides.

Meanwhile the gate behind them starts to open as reinforcements await.  Your men are shouting something that sounds like "Treachery???" as if they were uncertain.

"We won't hurt you, Tilnak. We just need you to come with us."

PT
Jesse
player, 99 posts
Peace through superior
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Thu 1 Dec 2005
at 00:31
  • msg #164

Re: Jesse Jumps In

I drop the reins to my lizard and slap its rump to get it running toward my men, then turn to face the chief and the Ancestor Speaker.

"Mad am I? Lets just see, shall we? You chief, have broken the truce and thrown away the honor of The Bright Village. I smell the stench of the Thanar on you, and I have vowed to kill any and all Thanar I see."

Tilnak, remeber that part of my brain that destroyed your hut and launched us into the air? Activate it to its fullest! Crank it up as far as you can!
Playtester
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Thu 1 Dec 2005
at 13:48
  • msg #165

Re: Jesse Jumps In

"I don't know how to do that, but I will try to repeat the effect."  You feel a slight odd angle to your thoughts, and realize you should be able to repeat this.  And then under Tilnak's will, you see a rock about the size of a baseball lift off the ground, and slowly float into your hand.

"I'm sorry, I don't think I can do the flying thing here. Not sure. But I can do the simpler functions, under control, although there seems to be segments of this section which I don't influence.  And when I try nothing seems to happen."  Tilnak says.

Your people are still getting closer since they did not see your demonstration, but the Bright Village people are staring at you, frozen in place, with their mouths hanging open.

PT
Jesse
player, 100 posts
Peace through superior
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Thu 1 Dec 2005
at 23:21
  • msg #166

Re: Jesse Jumps In

"That got your attention, didnt it? Unless you want the next thing that floats into my hand to be your heart, you will show some respect and dispence with all this arrest nonsense. The Ancestor Speaker seemed to want to say something, and now that the rest of you seem to be speachless, I think we should give him the chance."

As my troops arrive I turn to them and with my back to the Bright People I make small calming motions, trying to let them know that violence isnt going to break out just yet. I walk over to my lizard and place the rock inside one of my saddle bags, keeping it as a trophy, then grab my sword belt and put it on. I gesture to the hilt, but dont draw the blade.

"Since it seems that parley means nothing to your chief, I think it best if I remain armed. Do any of you recognize this weapon? Its said that this sword is the  Power of the Ancestors made physical. I dont know how much truth there is in that, but I promise that the first man that tries to take me prisioner will be able to ask the Ancestors....in person."

That didnt go quite as I expected, but maybe its better this way. If I can establish a conversation with the Ancestor Speaker, maybe we can salvage these talks after all. And it feels like I can pick up rocks and such with the power of my brain unaided, so some good came out of this attempt. What kind of influence does the Ancestor Speaker have over the Bright People? This close to that shimmering wall, you would think it would be considerable.



OOC: Is that a new skill, or just new way to botch? So much for fortune favoring the bold.  :P
This message was last edited by the player at 23:23, Thu 01 Dec 2005.
Playtester
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Fri 2 Dec 2005
at 04:25
  • msg #167

Re: Jesse Jumps In

Your group comes up to within ten feet of you making an impressive martial display, and then they wait.

You turn, make your speech, and the Ancestor Speaker looks carefully at you.  He mutters in the Chief's ear, who shrugs angrily.

"I say that there is something strange about you. I do not know what it is, but I wouldst desire to study it more, and to converse with the Ancestors the both of us.  But I also say that we have acted with honor, and with good intentions toward our friend Tilnak.  None should question the honor of the Bright Village People.

My chief has given me leave to go with you, and to take you with your troop to the Flux.  He says even if you are mad, if you draw no blood, we will let you free for the love the Red River Village holds for you.  If you are not mad, then you are strangeness, and no law formed for other situations binds us.  If you are mad, then we have no duty to you other than kindness."

Tilnak replies  to you "The Ancestor Speaker is revered for his wisdom and knowledge, but he is not one with authority, unless he speaks with the Voice of the Ancestors, and then he overrides all other demands.  He is probably the smartest People you have ever met.  He is probably aware of the weak spots in his arguement, but he is, a bit proud."

Indeed, you get the impression of dealing with a smart lawyer as you listen to the Ancestor Speaker.

PT
Jesse
player, 101 posts
Peace through superior
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Fri 2 Dec 2005
at 04:37
  • msg #168

Re: Jesse Jumps In

"We are honored to be guided to the Flux by you, and to set your mind at ease, please choose an honor guard numbering the same as my troops. I am not mad, but its only sensible to take precautions. My men and I will ride back a couple of hundred yards while you prepare your guard and your mounts. Although this meeting started horribly, it is my hope that we can salvage it."

I mount up, and lead my men back to a spot a few hundred yards away, but still in plain sight of the Bright Village.

I speak in a low voice to Higgs-Vik-Sna, making sure that he is the only one that can hear me.

"The chief of this village was a little too quick to condem me as a madman, he didnt even give Tilnak the chance to explain the situation. I have the feeling that Ancestor Speaker is an honorable man, but I want you to keep an eye on the troops he brings. Dont make any agressive moves, but be vigilant."
Playtester
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Fri 2 Dec 2005
at 16:14
  • msg #169

Re: Jesse Jumps In

"Yes, sir, we can do that."  Higgs-Vik-Sna says with a military snap to his voice.

A group comes out, and joins yours, along with the Ancestor Speaker.

"Follow me to the Flux. Remember as you get closer to the Flux, your thoughts may be disturbed, so be wary to keep yourself centered and focused."

The group of disparate elements rides down the valley a bit further until the light towers over you, and brightens the land all about your feet, and makes a shadow behind you that stretches several hundred feet.

"Now we proceed on foot. If any are weak of mind, or unsure, this is the place for you to halt with the animals. None will think you coward as you face the Ancestors and their emanations, and such is not lightly done. If there is anything else to say, then say it now."

You are perhaps two hundred feet from the edge of the solid light field, and you can smell ozone in the air.

PT
Jesse
player, 102 posts
Peace through superior
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Sat 3 Dec 2005
at 00:42
  • msg #170

Re: Jesse Jumps In

I dismount and walk next to Ancestor Speaker, speaking in a quiet voice, but not whispering.

"How exactly do you communicate with the ancestors, and how will it help this situation. Please forgive my ignorance, but ever since I've been on this world I've been occupied with fighting the Thanar. At first I was un-nerved by TIlnak sharing my body, but since we have gotten to know one another, I see him as a brother. Would you like to hear him explain what lead to all of this, and what has happened since? I'm sure he could communiacte the points of importance to you better than I could, I'm a soldier, and my thoughts tend to lie in military directions."
Playtester
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Sat 3 Dec 2005
at 14:13
  • msg #171

Re: Jesse Jumps In

The Speaker nods, and you do the shift, and Tilnak starts speaking. The Speaker halts him, and you're worried about a repetition of the last time you told this tale.  He asks you to reassert control, and you do. Then he asks you to flip back.

"A-ha! That is what I was seeing. Tilnak your brain is subdominant to the vessel brain.  Its a rare affliction, but easily fixed..."  He pauses. "Of course, this is a strange vessel, and the dominant vessel half speaks...so..."  He pauses, looking for weak points in his chain of logic.

"Hmm. Please continue with your story."

Tilnak tells the story, and the Speaker listens closely, as do the others in his troop who are trying not to be too obvious about eavesdropping.

"I would like more proof of your story if possible, although I see why the Red River chief accepted you. What I am going to do now is approach the wall closely, keeping my mind very strong, but open at the same time, and we and the Ancestors will speak. They have much wisdom having seen many, many things, and having memories that go back to the time of legends.  They offer wise counsel to those who can hear."

PT
Jesse
player, 103 posts
Peace through superior
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Sat 3 Dec 2005
at 17:05
  • msg #172

Re: Jesse Jumps In

"Tilnak's mind isnt dominant because the body is mine. I'm more than willing to share and shelter him until he is ready to transfer to a new vessel and has learned everything I know about warfare, but when it comes right down to it, he is a guest. My brain has room for us both and it has some surprises that should keep people wondering what I'll do next...as you might have noticed when I summoned that stone to my hand outside the gates of the Bright Village."

I follow Ancestor Speaker to the edge of the curtain and sit crosslegged on the ground facing it. I open my mind and prepare for communiaction in much the same way I do when Tilnak is accessing the unused parts of my brain.

"I must not fear. Fear is the mind-killer. Fear is the little death that brings total obliteration. I will face my fear and allow it to pass over me and through me. When the fear has passed, there will be nothing. Only I will remain."


OOC: Sorry, couldnt resist that last bit.    :P
Playtester
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Sat 3 Dec 2005
at 18:00
  • msg #173

Re: Jesse Jumps In

You sit down about thirty feet from the indistinct boundary, a boundary which seems to recede from you as you approach.  To the crowd waiting back up the hill a bit, it might seem like you were already in the Flux.

Weird thoughts and strange languages wash through your head.  It doesn't bother you other than freaking you out a little bit, but you can tell Tilnak is struggling.  Sometimes, he almost seems to drift free from your brain, and then re-attach himself with a vengeance.

Then suddenly an Awareness impinges itself on your mind.  All you can see is light, and hear is a roaring noise like you are under a waterfall, but still words form in your mind, and are heard clearly.

"An alien. Incredible." Tilnak is cringing in the base of your brain, and you feel like the day in boot camp when a general came by to inspect the troops.  He stopped in front of you, and just looked you up and down with a fiercely cold eye before moving on while you sweated large raindrops.  The personality is superhuman in its clarity and power.

PT
Jesse
player, 104 posts
Peace through superior
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Sat 3 Dec 2005
at 18:09
  • msg #174

Re: Jesse Jumps In

"Yeah, I guess I am the alien here. But with the things I've seen I kind of rank that as almost mundane. I know this has to be a silly question, but do you have any idea how I got here? I havent been able to figure that out, and I've been a bit distracted trying to bring these people out of the dark ages in matters of warfare. Since your the ruling god or whatever, I guess you know all about the Thanar and what they are doing, what are your feelings on this matter?"

Calm down bud and stay with me. Your needed by your people and this is just a test of your character. I have complete faith that you will sail right through it.
Playtester
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Sat 3 Dec 2005
at 18:28
  • msg #175

Re: Jesse Jumps In

You feel intrusive spike like questions probe into your brain faster than you can say "Hey!" as each of your words is analyzed for its meaning to you, and its connotations, and its sincerity.

"I see, deep awe is not in your nature.  Perhaps you are right. Compared to your concepts of a 'God', I am not such. I do not know everything, nor do I think I created this world.  And I'm pretty sure I'm not immortal because I can be killed. Nor, am I singular. There are many of us, the Great Ones, in the Flux. I think that we are in some sense, the boiled down condensate version of a Person.  I am Shepherd.  Hmm. 'Iconic' is a good word I find in your brain. Also 'Archetype'.  Perhaps 'Angel' although although we speculate about the Makers, we don't know much about them. Even that sword at your waist is a mystery to us.

But when a Person dies, if he may, he comes to the Flux, and lives here as one of the lessers until he may find another vessel to wander through and join himself to it. So in a way this is 'Heaven'.  But we don't know what happens to a Person who disincorporates too far from the Flux. Perhaps they go to your 'Heaven'.

As to the Thanar, there are dark forces, nightmares of olden days being reborn, and I do not approve. But I must be cautious in my words for I do not wish to start a war in Heaven.

As to you, I confess that you are your arrival are a mystery.  I will seek counsel with some of the Memories and see if they can recall something like you in the past four thousand cycles of the sun we have clear memories of.  But that will take some time. Come back in a week or so."

PT
Jesse
player, 105 posts
Peace through superior
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Sat 3 Dec 2005
at 18:40
  • msg #176

Re: Jesse Jumps In

"Wow, so your kind of like Jung's theory of Collective Consciouness? The whole of the individuals condenced into a single voice? *small chuckle* And you think I'm incredible?

I'm having a bit of problems with the chief of the Bright Village, is there some sort of token or mark you can give me that will either convince or force him to accept me and my troops until we speak again? And could you possibly reassure Tilnak that you arent going to gobble him up while we talk?"

I turn to the Ancestor Speaker to try and tell if he is listening in on the conversation I'm having.

"I'll see you soon Shepherd, be well until we next meet."


OOC: I missed that it named itself Shepherd, so ignore the request to call it Jung.
This message was last edited by the player at 18:45, Sat 03 Dec 2005.
Playtester
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Sat 3 Dec 2005
at 22:59
  • msg #177

Re: Jesse Jumps In

"I know several hundreds of my kind, and have for thousands of years. I know precisely one alien from another planet.  Since it is my framework we are judging, why I am perfectly normal. You are the one that is incredible."  He laughs.

"I am protecting Tilnak as we speak. However, while he holds me in great awe.  It is also the Flux he fears.  It is such that it naturally unmoors a Person from his vessel.  If he were to walk forward fifty more feet, he would be unmoored of a certainty."

He's not listening until the end he receives a message.  You both walk out of the edge of the Flux.

He looks at you.

"You have the sign of the Shepherd's Crook in your mindglow.  The Ancestors have marked you as their emmissary."  He bows to you.

PT
Jesse
player, 108 posts
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Sat 3 Dec 2005
at 23:40
  • msg #178

Re: Jesse Jumps In

"That should calm your chief a bit then. If not, I'll know that his is allied with the Thanar and not just paranoid. Why dont we ride back to the village and see if he changes his tune at all?"

I walk back to my lizard, mount up and signal my troops to prepare to ride. I take a quick assesment of the Bright Village soldiers, paying special attention to their weapons, armor and saddles.

"Unless you have more questions, Ancestor Speaker, I suggest we make for your village. My men have had a hard ride, and I want to get Tilnak as far from the Flux as possible."

Feeling a little better now bud? Our chief and Murr are going to be surprised when they see this Shepherd's Crook.
Playtester
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Mon 5 Dec 2005
at 13:49
  • msg #179

Re: Jesse Jumps In

You arrive back at the village, and the chief begrudgingly lets you in after the Ancestor Speaker tells all of the good news, and insists he was not fooled by some flim-flammery.

The people in the village seemed awed,but not overawed.  Your troops are more surprised than they are at your becoming an Emmissary.

They give you and yours three empty huts which are kept for visitors to the Flux.  There's two other visitor groups, both smaller than yours, in the Visitor Huts, as well.

They give you the freedom of the village except for the council house, and tell you when dinner will be served.

PT
Jesse
player, 109 posts
Peace through superior
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Mon 5 Dec 2005
at 16:20
  • msg #180

Re: Jesse Jumps In

After I see my troops settled in and warn them to keep their eyes and ears open for anything out of the ordinary, I take Higgs-Vik-Sna aside.

"I'm going to find the blacksmith and see if I can persuade him to work on some armor for me. Our smith is busy with crossbows, springs and trying out the new sword making ideas, so its worth my checking it out. I also want to get a practice sword so I can continue my training....speaking of that, go find this villages War Leader, or head of security or even the chief and find out where we might practice without causing an uproar. I'll want everyone to participate in the sword practice, and I think I need to start working with more than one person at a time, so make sure all the troops are ready to work."

I leave our huts and ask Tilnak if he knows the location of the smith in the Bright Village, if not I ask one of the locals.
Playtester
GM, 1199 posts
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Tue 6 Dec 2005
at 00:31
  • msg #181

Re: Jesse Jumps In

"Most villages don't have War Leaders.  Its only in extreme times that we have such a post.  I will talk to the Guider of Visitors, I believe.  They have one since they have so many visitors."  Higgs-Vik-Sna says, and then hurries off to get the jobs accomplished.

It takes a little walking, as you check one smoke trail in the sky which turns out to be a roasting lizard, and the second trail is the blacksmith who is interested to see you, and is not greatly occupied with work.

PT
Jesse
player, 113 posts
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Tue 6 Dec 2005
at 01:03
  • msg #182

Re: Jesse Jumps In

"Greetings Mastersmith, I have a couple of matters to speak to you about, a few items I would like to have made. The first is so simple it is probally apprentice work, I need a practice sword about the same length and weight as the sword I will carry into battle. It doesnt need to be fancy to well made since all I will be doing is using it to hone my skills with a sword. A dull balde and a blunted point would be just perfect, but the hilt might be a bit challanging."

I show him the strange hilt of my sword for measurements.

"The second matter involves armor. All of the armor I've seen among the People and the Thanar has been leather. While leather is easy to work with, it doesnt provide much protection against a blade of javelin point. I have a couple of designs that would be lighter than solid metal armor, and give the wearer much more protection than simply leather. One design involves interlocking steel rings, many, many, many of them. But you can put them together in a way that lets out make any shape you wish. The other is overlapping smaller pieces, like the scales on a lizard. Both will provide decent protection and the new designs will put you on the cutting edge of armor design. They are usually fitted onto a leather shirt and trousers with rivets."

I stand back and see how he reacts to a new development in his trade.
Playtester
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Tue 6 Dec 2005
at 14:37
  • msg #183

Re: Jesse Jumps In

He measures you for your arms, and thinks about it for a while.

"You do realize this hand grip is not the best hand grip for your current vessel? I cannot make a sword of the weight of the Sword of Smoke.  Whatever they used, I do not know.  But it was not steel."

The Sword is very light, a few ounces.

"I can see what you mean, but making rings is a lot of work.  You have to make wire which is hard, and then then bend it which is not so bad, and fuse them together which is a challenge too. Scale like a lizards might be easier to fashion.  Rivets, hmmh, I would have used hooks, but I can see the point of rivets."

He starts putting on some pieces of scrap metal and heating them up, and invites you to join him in the making of a few scales.

PT
OOC: I think making wire was quite challenging at a post-Bronze Age tech, and that no one has made steel wire yet.  And the Sword is pretty obviously 'unusual'.  Its either magic or supertech.  You don't know of anything from Modern America that could have produced it, I would think.
Jesse
player, 115 posts
Peace through superior
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Tue 6 Dec 2005
at 16:44
  • msg #184

Re: Jesse Jumps In

I gladly join the smith in working metal but its soon apperant that I am a rank amature at the very best. Still, its nice to work with my hands and see something that I helped to make come out of my efforts. After a while I step back and thank the Smith for letting me participate it the beguining stages of my Scale Mail Armor. I let him know that a heavier sword is actually better for practice, because if I get used to swinging its weight the Sword of Smoke will seem like a feather in my hands.

After bidding the smith farewell, I go and try to find Higgs so we can get in some sword practice before its time for the meal.


OOC: I sorta figured that Ring or Chain Mail would be a little too difficult, but I had to put the idea in the Smiths head. And I thought that when Jesse recived the Sword of Smoke that it was very heavy in his hand? I'm guessing that was the weight of responsibility that comes with carrying the sword?
This message was last edited by the player at 20:13, Tue 06 Dec 2005.
Playtester
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Wed 7 Dec 2005
at 02:33
  • msg #185

Re: Jesse Jumps In

You practise with Higgs, but it quickly becomes apparent that you need another sword since in the first three minutes you put two notches in his blade.  And he complains that he can't hardly look at your blade to block it.

You continue on with another of your trooper's swords which is again a bit off for you as they have different hands, but you and Higgs manage to get in a good work out.  You can feel your skills improving as you practise most days.

Then he asks you...

"Do you think I ought to do a demonstration of javelin and riding with the new stirrups, or should I keep that a secret?"

PT
Jesse
player, 116 posts
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Wed 7 Dec 2005
at 02:48
  • msg #186

Re: Jesse Jumps In

"Lets keep that to yourselves until we see what the mood of this place is toward us, and until after I speak with Shepherd again. We could use these people as allies, but if there is any involvement with the Thanar, we dont want to tip our hand. Instead, why dont you talk to the warriors here and see if anything out of the ordinary has been going on in hte last few months."

After Higgs sets off, I practice sword forms solo with the Sword of Smoke until just before meal time. I intend to eat with my troops unless Ancestor Speaker or the counsil wishes me to dine with them.
Playtester
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Wed 7 Dec 2005
at 15:18
  • msg #187

Re: Jesse Jumps In

You eat with your troops that day, and the next.  And gradually you see that the chief of the Bright Village is not a Thanarian, but is instead trying to be neutral.

Indeed, you are walking up to your sword practise with Higgs the next day, and around a hut walks four Thanarian troopers.

"Deadman. We are going to feed your guts to the rats."  Actually the word 'rats' he says conjures more of an image of a small lizardoid scavenger of startling speed and voraciousness, but also weighing about a pound full grown.

"If we are nice, we kill you first."  Another says and laughs.

PT
Jesse
player, 117 posts
Peace through superior
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Wed 7 Dec 2005
at 17:12
  • msg #188

Re: Jesse Jumps In

I lay one hand on my swod hilt and my entire body tenses up. I remeber what the chief said about not shedding blood so instead of drawing my sword and killing the four I decide to taunt them a little.

"Its been tried. Many times, by many people much better than you. I take it Va-lilk-domin-'crummmm recieved my message? Thats good, I didnt really want to bother tracking down and killing more of you lizard loving, dung piles to send the  same message over and over. Although...I may get bored and start hunting you for sport. If I can gather enough of you into one place I might even work up a sweat killing you all. I doubt it though, your all weak, soft and about as dangerous as a vessel with no mind. Run away little Thanarian and you might even live a couple of days longer, or you can stay and fight. At least your soul wont have far to travel to the Flux if you do."

I spit on the ground at his feet then glare coldly at him, almost daring him to make a move.
Playtester
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Thu 8 Dec 2005
at 00:53
  • msg #189

Re: Jesse Jumps In

One grabs and half-draws his sword, but the leader puts an arm on his sword forearm.

"Peace. We are at peace, remember. Gor-din-far-'surmm. Remember. We 'respect the neutrality of the village' because we 'seek only peaceful expansion'."  He turns and smiles at you.

"You will not trick us so easy.  But I would be real careful when you ride back home. Sometimes that road is very hazardous.  Bandits you know."

The others chuckle.

"We relayed your message. Soon we will deal with your little village. Soon, it will be a corral for lizards, and your council building's foundations will be a pond for lizards to bathe in. A week from now, a month from now. It matters little. Deadman."  He stares coldly at you with a malicious cruelty.  "My name is Sor-zi-nast'lummmm, Captain of Ten, I pray I will be there when we capture you. And no, we are not afraid of the Shepherd.  He and all his like will bow to the Thanar as all will."

PT
Jesse
player, 118 posts
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Thu 8 Dec 2005
at 01:18
  • msg #190

Re: Jesse Jumps In

"Bandits? I hope they are better trained than the last ones I encountered and killed, if not we wont even have to slow our mounts while we take them down."

I laugh in his face then turn to Higgs and say;

"Remeber the names Gor-din-far-'surmm and Sor-zi-nast'lummmm. We will carve them on a gravestone with the epitaph 'Lizard raping, carrion eating cowards. But at least they talked like warriors even if they fought like sissies'. Do you notice the concern and attention they put on lizards? Could I have been correct when I intimated that they had sexual realtions with them? Oh well, I guess we will have to save lizards everywhere from being molested by the Thanar."
Playtester
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Thu 8 Dec 2005
at 02:45
  • msg #191

Re: Jesse Jumps In

Eight of the locals come rushing around the corner about this time, and with relief observe that no one is dead.

They separate your two groups, and pointedly advise you to avoid the Thanar while at the same time you can hear them apologizing to the Thanar for the 'inconvenience, but you know, thats what being neutral means...it means neutral.'

PT
Jesse
player, 119 posts
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Thu 8 Dec 2005
at 02:48
  • msg #192

Re: Jesse Jumps In

I take my troops and we go to our sword practice. When we are done I go to the blacksmith to check on the progress of my armor. While I'm there I ask him if he has decided on a price yet.
Playtester
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Thu 8 Dec 2005
at 03:29
  • msg #193

Re: Jesse Jumps In

He shrugs.

"I don't really know yet, my friend."  He says the last bit with a keen look at you to make sure you catch it. "Its going to be expensive even if I cut you the best deal I can afford.  That is a lot of work, and much of it is stuff that I am not sure of.  Plus its a goodly weight of metal, and not just any metal, but steel. Are you sure you don't want to do copper?  Perhaps five full-grown, and broke lizard beasts would cover it for the steel.  Three for the copper."

PT
OOC: I'm not sure how much it should be, but its going to be a lot, I would think.  I'd be glad for insight on this issue.
Jesse
player, 120 posts
Peace through superior
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Thu 8 Dec 2005
at 03:39
  • msg #194

Re: Jesse Jumps In

With a grin I start to make my pitch....

"I agree that the armor would be worth five broken and trained lizards if you were the inventor of this new armor type. But considering that I have shown you a new design that will undoubtedly make you a very wealthy smith...well, I told you about two, we just decided to go with this one. Another thing to consider Mastersmith, If I can give you two entirely new ideas about armor is a single meeting, what other innovations do I have within me? I have weapon designs, tool designs, ideas to increase the efficancy of your forge... I would be willing to share some of these with you if we can come to a reasonable price for my armor."
Playtester
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Thu 8 Dec 2005
at 15:18
  • msg #195

Re: Jesse Jumps In

He scratches his face.

"Hmm, that is a good point. Let us say, I was thinking you were wanting many of these. And I was trying for the price for many of them.  For you alone, and for say two more good ideas, I would give the armor to you for one broken-in lizard."

He leans back, and pours out some of the local milk beer for you and him as he settles himself for some serious bargainning.

PT
Jesse
player, 121 posts
Peace through superior
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Thu 8 Dec 2005
at 16:13
  • msg #196

Re: Jesse Jumps In

"You were correct in thinking I will want many of these... in the future. Every warrior that sees how effective this new armor is will want a set for themself. Not just every warrior in the Red River Village, or the Bright Village, but every warrior everywhere. This one design alone could make you the second most famous smith the People have ever known. And most likely the wealthiest. But in order for everyone to see how effective the armor is, you will need someone to demonstrate it on a large scale. My troops and I would be more than willing to do so for you, risking life and limb, for no more than the armor itself. And being a generous man I will throw in one new idea that will bring even more wealth to you and your entire village if you market it correctly."

I sit back and enjoy the milk beer and grin. This is just another type of battle and I'm finding that I enjoy it a great deal.
Playtester
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Fri 9 Dec 2005
at 02:55
  • msg #197

Re: Jesse Jumps In

"You build a shining bridge to the future with your words, and I can see the country you describe, but for one problem, there are not enough stones to build the bridge."

He gets up, and leads you into the back of his forge.  There on the floor in stone fences about six inches high are piles of metals and charcoal, and even a little coal.  Wood javelin pieces with and without the heads are on the walls hung across long pegs.

"This is my storage area. Notice the smallest pile is iron. It is hard to work with. The mines that produce it are few.  I have enough iron, if I were to work only on your armours to make perhaps two armours. If I give them to you for the idea you gave me, and for future ideas, I will starve in the present.  Not all of my village has the wealth to build armour for all of the soldiers you will need.  And mind you, I am one of the richer men in my village."

He shrugs.

"If you can unriddle this, then you will truly deserve the Shepherd's Crook."

PT
Jesse
player, 122 posts
Peace through superior
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Fri 9 Dec 2005
at 05:58
  • msg #198

Re: Jesse Jumps In

"Perhaps you are right Mastersmith. I would dearly love to have all of my troops outfitted, but not at the cost of the man doing the work. What would you say to the first suit you have already started for me, and one of bronze for an idea that would allow you to purchase much more iron and make a tidy profit? As a matter of fact I can give you the plans for a device that wouldnt be worth much here, but would be of enourmous value to those you purchase wood from. Its simple, easy to make and wouldnt require much metal at all. With it you could bargin for lower prices on the wood and charcoal that you and your village need, turning some of the profit toward the purchase of more iron."

I lean back and think for a moment and a slow smile spreads across my face.

"I can even travel to the Flux and ask Shepherd if there are any deposits of iron that are close by and are not known to your miners."

How am I doing Tilnak? I want to help this smith and gain favor in this village, but I dont want to sell out our smith by giving this one too many ideas.
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Fri 9 Dec 2005
at 15:22
  • msg #199

Re: Jesse Jumps In

He clasps your hand in his, and smiles.

"Yes, we will do that."

You take your leave of him, and Tilnak replies.

"I think it is okay. Both of these smiths like you a lot.  Plus both are convinced that you are key to their personal survival. And you did not promise exclusivity on the wood-working device."

You make your way out of the village, and back down to the Flux with one of your troopers as a guard.

Once there, you meet with Shepherd again.

"There is much iron, but much of it is in the trails in the ground, the trails that bring back the dead to the Flux."

PT
Jesse
player, 123 posts
Peace through superior
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Fri 9 Dec 2005
at 17:38
  • msg #200

Re: Jesse Jumps In

"Thank you Shepherd, I think I'm beguining to understand a little more. Everytime I've been in the presense of a person changing vessels, I've felt a tremdous amount of ozone in the air, and the Flux seems to be composed of harnessed electricity. In my human brian all activity is electrical, I'm beguining to think that the People transfer from vessel to vessel and to the Flux by very similar means. The iron in the ground acts as a conductor for the souls of the People doesnt it? If we were to mine too much, or in the wrong place, it would create blocks that would interfer with their souls returning here, wouldnt it? If thats the case we cannot risk causing damage to that natural mechinism. Are there undiscovered deposits that arent in a direct path of conductivity?"

I sit on the ground and think about the situation a little more.

"I have had an encounter with Thanarians in the Bright Village that has convinced me even more that they are detirmined to conquer all that they can through the bloodiest means possible, becoming dictators in this land. I have spent my entire adult life fighting against such people. I need a way to combat them that wont hurt the People. My brain is a complex structure and much of it is untapped. Tilank and I have started to unlock some of its potential."

I concentrate on a small stone nearby, and focus on it, trying to levitate it to my hand. (Assuming this works, I go on with my conversation.)

"Is there anything you can do to help with opening up the unused areas without either killing me or causing harm to Tilnak? While you are taking a look, glance through the memories of the recent encounter I had with the Thanar, they seem to hold no fear or awe of you at all."
Playtester
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Sat 10 Dec 2005
at 03:58
  • msg #201

Re: Jesse Jumps In

You feel some stabs in your mind.

"Mmm. Electricity. A very difficult way of looking at things. Perhaps. I have to say, my mind hurts.  To you, I'm afraid how we Ancestors see the world must seem terribly primitive.  I do know we are associated with lightning somehow.

Yes, there are a number of spots near here. Hmm. Five to be exact.  And I will ask around, but I'm sure there's some near the Red River Village. In fact, I think I recall that being a very dense area for that. The metals staining the river sometimes after spring floods. Hence the name.

You are right about the Thanarians, I feel. Others disagree with me.

If Tilnak were to leave your body, which he is ready to do, then he would be in no danger. However, while I a more powerful than he is, he is also a resident. And unlike your people, my people have no legends of such abilities. I think because our vessels totally lack the ability to do such.

I will certainly relay the Thanarians words to some friends of mine. And perhaps, perhaps, I may have a chance to teach them respect..."

You can tell he is thinking on something.

PT
Jesse
player, 124 posts
Peace through superior
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Sat 10 Dec 2005
at 17:19
  • msg #202

Re: Jesse Jumps In

"No Shepherd, I dont see the People as primitive. You can do some things that amaze me. My people are more techonoglicaly advance, but I think I can explain the reason for that. When our bodies die, that it, we are gone for the world. So we are driven to make our marks in the world. Either by invention, discovery, exploration or other means. But those advances can come at a price. While it true I'm trying to bring some of our advances to your world, I'd like to limit it to areas of defeating the Thanar, and some creature comforts. Take another look into my mind and you will see that our so called advanced society also has some truely terrible downfalls. Our wars, pollution and and general destruction of our planet are things I would rather not see here.


If You could give me the locations of two of those five undiscovered deposits around the Bright Village and all of those around the Red River Valley that wont harm the natural conductor for your peoples souls, I can do a lot towards manufacturing equipment to battle the Thanar.


Perhaps once Tilnak has learned what he needs from me and has entered another vessel, I can come back here and we can discover a way for the two of us to communicate over long distances."


I sit back and listen, curious to see what kind of nasty surprises a vast intelligence like Shepherd can come up with for the Thanar.
Playtester
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Sun 11 Dec 2005
at 14:01
  • msg #203

Re: Jesse Jumps In

He gives you the locations he knows.  That comes to two near Bright and four near Red River Village.

"I'm sure there is more near Red, but its been a couple thousand years since I looked into that."

He pauses, and you sense his mind working, occasionally touching and delving into yours.

"My chief limitation is that I am bound to the Flux. And my second one is that there are other Archetypes who don't want to join your war, or favor the other side. They would be very angry if I told certain things.  However, they would have a hard time forbidding things you request, partially because helping out the embodied is what we do, and partially because you being alien are so hard to predict.

Your chief limitation is that this world does not have the wealth to build the armies I see in your mind.  Even the more primitive armies we could not.   We could manage a Greek phalanx, but a poor one for wood is in short supply.  Or we could manage knights in shining armor.  You have already started that snowball rolling to use one of your interesting images.  How my people will love snowball fights.  Anyways, your second limitation is that you don't immortality.  You need to guard your life.

I hate to say this, but the Bright Village is your greatest threat right now. They seek to create a League of Neutrals. The chief is a good man for a time of peace, but he cannot see that somethings are not susceptible to being more understanding.  You seek to create a League of Defiance. Only one of you can succeed."

PT
Jesse
player, 126 posts
Peace through superior
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Sun 11 Dec 2005
at 18:30
  • msg #204

Re: Jesse Jumps In

Frowning a little I start back to the village after thanking Shepherd and assuring him that I will return for visits when I am able to. I tell Higgs that we are leaving after the blacksmith is finished with the armor, and he needs to have the men ready at a moments notice. Before I leave for the smithy I gather writing materials and draw up a basic two man lumber jack's saw, detailing the teeth of it as best as I can rember.

I make my way to the blacksmith to check on the progress of the two suits of Scale mail and try to think of ways to convince him to relocate to the Red River Village.
Playtester
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Mon 12 Dec 2005
at 02:58
  • msg #205

Re: Jesse Jumps In

The smith tells you he should be done in a week or two.  He shakes his head at the thought of leaving, although he is very interested in your saw design.

"I've lived her a hundred summers, and I have a good business, and the people here need me.  Should I go an impose on my friend in Red River?  No, no, I think not."

Later, you are walking down a pathway between huts toward the Visitor's Area, when Higgs spins to draw his sword, and someone plows into your back.  A knife goes past your ear, and into the soil as you crash to your stomach.

A whisper in your ear from your assailant.

"Don't kill me, please."

PT
Jesse
player, 127 posts
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Mon 12 Dec 2005
at 04:03
  • msg #206

Re: Jesse Jumps In

Grabbing the person by his chest hair and slamming them into the closest wall I see, I bare my teeth in a savage grin.

"You attacked me from behind, explain why I shouldnt kill you. You might want to make it fast though, I havent had the chance to see what the Sword of Shadows will do to someone, and I'm very curious."
This message was last edited by the player at 15:22, Mon 12 Dec 2005.
Playtester
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Mon 12 Dec 2005
at 16:13
  • msg #207

Re: Jesse Jumps In

You notice that he is dressed differently from the locals. He must be one of the Visitors, and indeed you are near the visitors' area.

There are some people nearby.

He takes his razor sharp blade, and in a crude downward stabbing motion goes at your left arm, but still he misses.

"I kill you!" He screams.

PT
Jesse
player, 128 posts
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Mon 12 Dec 2005
at 16:27
  • msg #208

Re: Jesse Jumps In

I slam him againt the wall again and again, then slam a punch into his stomach. As he crumples to the ground (assuming he does), take his blade away and tuck it into my belt. then order Higgs to drag him into our hut.

"First you beg me not to kill you, then you try to kill me again. Who exactly are you, and why where you trying to kill me? If I dont get some answers soon, I'm going to drag you so far into the middle of the Flux you will never find your way out."

Dont worry Tilnak, its a bluff. I wont enter any further into the Flux than needed to communicate with Shepherd, but he doesnt know that.
Playtester
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Mon 12 Dec 2005
at 16:36
  • msg #209

Re: Jesse Jumps In

"Just do it then." He weeps and to your surprise you think he's sincere.

"We'll take him." A couple Thanarian say. "This Dig River person is in our Protectorate.  He has assaulted you, and will be punished harshly for this crime."

The two Thanarians are reaching for him, and would be closer, but Higgs has his blade out, and is keeping them at a distance as he stands at your back.

"There's something weird going on." Tilnak says.

PT
Jesse
player, 129 posts
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Mon 12 Dec 2005
at 16:41
  • msg #210

Re: Jesse Jumps In

"I think not. I've seen Thanar justice before, and I think I'll handle this myself, besides, if you monkeys start doing me favors I might lose the urge to butcher the lot of you, and we cant have that, now can we?"

I agree my friend, once we get him into private I can question him fully.

"Higgs, take the prisioner to our hut for interrogation. Make sure no one but our people have access to him."

I turn to glare at the Thanar, daring them to countermand my orders.
Playtester
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Mon 12 Dec 2005
at 16:49
  • msg #211

Re: Jesse Jumps In

Higgs backs up, his sword still out, and grabs the assasin by the ear, and yanks him to his feet.  It looks and sounds like it hurt.

The other two approach closer, and then spread so you have a hard time keeping them both in your sight at the same time.  Their hands are on their sword belts near their swords.

"Give him back to us.  He will be harshly punished. We promise. He feet will be tied to a rock, and his hands will be holding a rock at a river's edge." One Thanar laughs. "Eventually the river wins. It always does."

You can hear running feet. A number of them.

PT
Jesse
player, 130 posts
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Mon 12 Dec 2005
at 16:53
  • msg #212

Re: Jesse Jumps In

"Not gonna happen. His attack was against me, so its my right to decide his fate. You dont really want to push the issue, aside from the prohabition on bloodshed here, I could easily kill the both of you, and all the other Thanar here by myself."

I back up to the wall I had been banging the might be assassin agianst and let my right hand settle on the hilt of the Sword of Smoke.

If the Thanar want him so badly, thats just one more reason to keep him from them. Besides, those attacks seemed staged to me. Too clumsy....
Playtester
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Mon 12 Dec 2005
at 17:01
  • msg #213

Re: Jesse Jumps In

Whatever they might say is aborted as a loose mob of a dozen Bright Villagers comes pounding around the corner.

A militant figure, who you think is on the Council, hollers for everyone to stand down, and the orders his own people to draw their weapons...if there is any resistance.

He then looks at you.

"You again. Can't you seem to stop making trouble?"

PT
Jesse
player, 131 posts
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Mon 12 Dec 2005
at 17:04
  • msg #214

Re: Jesse Jumps In

"I guess not. I have this silly instinct to react to agression with argession. Maybe if your other guests were a little better behaved, I wouldnt be in the spotlight quite so much."

I spit at the feet of the Thanarians and head for our hut, eager to question this new potential ally.
Playtester
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Mon 12 Dec 2005
at 17:24
  • msg #215

Re: Jesse Jumps In

You head for the hut, and about two huts over, in between several others you see what looks almost comical.

The assassin is in the mud, on his back, thwailing away wildly, occasionally connecting with Higgs in the face, but doing no serious damage, and trying to push backwards, and escape.  Higgs has one hand on the other's chest, and is occasionally yelling.

"Stop it, you dimwit!" And then punching the other with a not full force, but still serious punch.

"YOU have to let me go, please."  The assasin begs.

PT
Jesse
player, 132 posts
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Mon 12 Dec 2005
at 17:37
  • msg #216

Re: Jesse Jumps In

I chuckle quietly, then assist Higgs in getting our reluctant, mud spattered assassin into our hut.

"Alright then....your attempts to kill me were so patheticaly inept, that I have to assume they werent in ernest. The Thanarians mentioned something about Dig River Village being under their control, so I have the feeling this has a lot to do with that. Tell me what is really going on and we might be able to work out something that benifits both your people and those of the Red River Village. Make no mistake, we are both enemies of the Thanar, and sometimes the enemy of my enemy is my ally."


Tilnak, what can you tell me about the Dig River Village and its people?
Playtester
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Mon 12 Dec 2005
at 17:48
  • msg #217

Re: Jesse Jumps In

"Later." He says, and sprints away, escaping unless you stop him.

Higgs looks at you with disgust.

"The Dig River people. Its a very fertile valley, near where the Thanar live.  The Dig, well, they are not accounted to be brave.  But then neither do they, like the Yar Vale people do, tell you great stories of their bravery,a nd then run at the first sign of battle. Instead they tell you how bad they are at war, and yet at the great Battle at the end of the Dark Times, the Dig stood with the rest, although to be fair, they had two very tough units on either side of them to help prop them up.

Hmm, they are also considered to be quite religious. A very pious people much given to pilgrimages to the Flux."

Tilnak says.

"I did not visit them in my ambassadorship for I felt they were firmly under the Thanar's hold."

PT
Jesse
player, 133 posts
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Mon 12 Dec 2005
at 18:06
  • msg #218

Re: Jesse Jumps In

I do decide to stop him. As he attempts to run away, I grab him by the nape of his neck, and the seat of his pants(you said he was dressed diffrently, so I'm assuming that includes pants) and carry him into our hut. I deposit him in the middle of the floor and give orders that all exits be blocked. Taking the manner of an Irish sergent I had in my first tour of duty, I  beguin to speak to the 'prisioner'.

"Listen up boyo, I've saved you from a horrible death at the hands of the Thanarians, I've held my wrath when you showed me hostility, and I'm running out of nerves for you to trod upon. If there is something so desprate that you are willing to risk fighting my corpral, and being captured by the Thanar, you had best be telling us about it now."

Your comming along very nicely Tilnak. I'd like to attribute some of that to my memories that you are studying, but I can tell a lot of it is from yourself. As far as them not being great warriors, you dont have to swing a blade to contribute to the war effort. We need people to work the fields and mines, to repair and strengthen to fortress, to assist the smith and healer. If we can get them out from under the thumb of the Thanar, I think we can give them a place in our fight that will allow them to be of great help and not offend their pride. I'll have to speak to our chief and counsil to get the details approved, but I'm already working on an idea. About how many of the Dig River People are there?
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Mon 12 Dec 2005
at 18:32
  • msg #219

Re: Jesse Jumps In

"I'm not sure, but the Dig River Valley is very populous. There are villages that are within sight of each other."  Tilnak says.

"Throw me in the Flux, or let me be captured by the Thanar, but I cannot stay here. There is no time. Please, Chosen One of the Shepherd, let me go. You have to let me go. I cannot be with you in private."

The assassin is on his knees pleading.

"Ummm." Tilnak says drawing a blank.  The assasin looks at your blade, and you can see an idea flash across his face. He can run himself through on your sword.

PT
Jesse
player, 134 posts
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Mon 12 Dec 2005
at 19:01
  • msg #220

Re: Jesse Jumps In

With a look of utter disgust, I wave Higgs away from the door, allowing the Dig villager to make his escape. After he goes I decide its time for more sword practice, I think I'm becoming a decent fighter with one, but after our practice session, I ask Higgs for a completely objective opinion of my skills, stressing what I have mastered and what I still need to work on. I plan to spend the remaining time until the two suits of armor are complete training as much as possible and trying to stay out of trouble. I decide to wait until I pick up the armor to tell the smith about the two sites that can be mined, saving it for a parting gift.

As I sit alone after practice, I realize that I might not survive the comming war and I know that generals that lead from the front lines have a high casualty rate. I want to help the people as much as I can, so I gather writing materials and start writing down ideas for the chief and counsil of the Red River Village.

1) Irrigation trenches, and a lizard powered water delivery system. I include diagrams on how to dig the trenches so that the water reaches the plants, but isnt so close that it drowns them. And a drawing of a lizard harnessed to a wheel, geared to a leather belt with leather buckets to feed the irrigation system.

2) Forrestry plans. I detail a plan to purchase saplings when wood is bought for the village, and a grove layout that doesnt put the trees too close together when they start to reach their useful growth. I add that every year there will be more saplings found under the existing trees from falling seeds, and that they should be removed and replanted some distance from the parent tree to allow the root systems to be healthy. Once the trees are mature enough to harvest for lumber, I stress that everyone taken MUST be replaced by no less than two saplings.

3) A diagram for a water powered saw mill. Using a water wheel for power, geared to a large saw blade (which I also include drawings of), and controled by leather belts.



After I have finished these drawings and descriptions, I have Tilnak and Higgs read over and memorize them, so even if my notes are destroyed, the ideas will still be there for future use. I know that the Taylor Forrest, as I laughingly call it wont be a reality in my lifetime, but every man needs to leave a postive legacy.
Playtester
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Mon 12 Dec 2005
at 20:05
  • msg #221

Re: Jesse Jumps In

Higgs speaks candidly.

"You are steadily increasing in skill. You approach the skill of professional soldiers, although a Swordmaster would of course defeat you.  The fact that you are stronger and tougher than most of us, this helps greatly. And your sword, although hard to grasp, is a definite advantage."

1@8 Swordsmanship. 2@1 is a beginning pro soldier.

"I am a little more skillful, but I doubt that in a real fight I could take you. In fact, I doubt that two of me could take you. You fight with such fury."

================================================================================

There are more provocations, but you bite your tongue, and press on.

  The 'assassin' is sentenced to die, and is brought to the river to be executed.  Its not pleasant, and it serves the Thanar's goals of making them seem just, and at the same time making them see terrifying.

You become aware there is a group of friends in the Bright Village, of which the smith is one, who feel a need for new leadership in the Bright Village.

Your armor is done, and as you are about to leave, the Ancestor Speaker comes to you.

"I wish to go with you, and converse with the Flux one more time."

PT
Jesse
player, 135 posts
Peace through superior
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Mon 12 Dec 2005
at 22:16
  • msg #222

Re: Jesse Jumps In

"I would be honored Ancestor Speaker. I have one little errand to run before we leave for the Flux, and that should give you plenty of time to gather mounts and an escort. I know that you realize I'm no threat to you, but we must show that I am more than willing to adhere to rules set for me by host villages."

I make my way to the smith and tell him where he can find the two iron deposits that Shepherd has shown me, and wish him luck in replacing the chief. I tell him that if the new leader is inclined toward an alliance with the Red River Village, I will do everything in my power to make it happen, and if the situation goes bad and he and his confederates need a place to call home, I will put them up in the fortress in the Red River Village.

I go back to where I left the Ancestor Speaker and mount up, waiting for him to lead the way to the Flux. I fully intend to tell Shepherd about the plans I have drawn up, and also about the faction that wishes to change leadership in the Bright Village.
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Tue 13 Dec 2005
at 01:27
  • msg #223

Re: Jesse Jumps In

The smith nods thoughtfully.

"I've tried to talk to the chief, but he doesn't want to listen.  He only knows the truth. And the truth is that the Thanar are not our enemies, to listen to him."

He shakes his head.

"I wish I could live in his world where fighting was just a lack of good talking by honest people."

Later...

You arrive at the Flux and the Shepherd is there.

"I have someone who wants to meet you."

There is a pause, and a much weaker personality speaks.

"I'm sorry for trying to stab you with the knife."

PT
Jesse
player, 136 posts
Peace through superior
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Tue 13 Dec 2005
at 01:34
  • msg #224

Re: Jesse Jumps In

"I thought I might run into you here, you should have let me know that this was your destination, I could have made it much less painful. What do you have to tell me that might help both of our villages?"

As I wait, I send Shepherd the information about the improvements I want to make, but I ask him to keep them from all but the Red River Village for one hundred years. Then to share all but hte saw mill with everyone.
This message was last edited by the player at 01:39, Tue 13 Dec 2005.
Playtester
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Tue 13 Dec 2005
at 02:48
  • msg #225

Re: Jesse Jumps In

"Well, I'm sorry. I didn't plan on ending up here.  But I could not have the Thanarians think I was conspiring with you, my lord.  They would have killed my whole village.  I wanted to be tossed out of the village, and have you meet me there, but...well, it didn't work.  At least, they still believe I was actually trying to assasinate you.  The people of my village, I am confident they would support you, and once you have one village, perhaps you can have the whole valley up in flames.

We, in the Dig Valley, we provide much of the food for the Thanarian Empire. But they treat us as slaves.  They hardly let us out of their sight. Yet, they treat us to horrors.

I have seen with my own eyes People that were thrown in, questioned, and when found to be not of the proper mind, thrown back into the Flux.  Worse, I have seen the deliberate joining of two minds for the sake of brighter fires.

I want your help for my people. You are the Chosen of the Shepherd."

Tilnak shudders.

"What he describes is unthinkable. The addition of one mind to another is forbidden, but to do so deliberately, and with intent to force the minds into a quick merge is ...murder. Such a mind cannot long survive, perhaps a few months.  It is said that such 'People' may be brilliant beyond knowledge, or fight like demons, but they are all incurably insane."

PT
Jesse
player, 137 posts
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Tue 13 Dec 2005
at 03:13
  • msg #226

Re: Jesse Jumps In

I start to tremble with rage as secnes of Bosnia,Croatia,Columbia and other countries that commited horrible atrocities flash through my mind. I was always a soldier and never enjoyed the killing, but there were times and places that I felt justified in using every lethal weapon the Marines made available to me. Crimes against humanity were among those situations.

"We must stop this. Shepherd, I want you to bring this to all the Archetypes and see how they feel about the Thanar now. I might not be able to bring soldiers from the Red River Village with me on this. I will be doing things to the Thanar that defy description."

I sit back and try to master my rage while waiting on suggestions from the others.
Playtester
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Tue 13 Dec 2005
at 15:07
  • msg #227

Re: Jesse Jumps In

"I will tell those, but while it will sway many, it will not turn the mass. A fear that dares not name itself lives in the Flux.  They claim to seek justice, and they claim to be amused by the Thanar's childish ambitions, and those behind them, but in truth they live in fear, but are too proud, too lazy to say this.  Because if they said it, that would require them to do something.

However, yes, I think I can sway perhaps twenty more to my side with this.

But sad as it may be, were you to destroy the Thanar, then most of the hundreds would flock to my side, and claim to have always been my supporters."

The Shepherd's voice is surprisingly bitter.  Being in his presence is like bathing in oil of wormwood.  Your stomach turns, and despair fills the air like a thick cloud.

"It is a bitter thing for a 'god' to acknowledge.  But unless I want to start a war in the Flux, I am considered by the 'sensible' to be a nut."

Rage percolates through your veins, a rage with an intensity so sere, hot arid, a killing wind.  It is not of your own making, but it blends with yours easily.  And you see that the Shepherd could easily just 'glare' you to death.

"I would rather die the Final Death than kneel to the Thanar. I swear this by the Flux."  The Shepherd speaks the oath with calm intensity.  His emotions switching yet again.

PT
Jesse
player, 138 posts
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Tue 13 Dec 2005
at 16:10
  • msg #228

Re: Jesse Jumps In

Tilnak, are you ready to transfer to another vessel? If you are I will ask the smith for the finest one that the Bright Village has to offer and come back here and have the Dig Villager join me. I need someone that knows exactlly how things lay in the area I'm going and I need you with the knowledge that you have learned from me to supervise the war preperations in the Red River Village. Between you and Murr, I think things will be under control there.

I run my idea past Shepherd and the Villager.

"What is your name anyway?"
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Wed 14 Dec 2005
at 03:43
  • msg #229

Re: Jesse Jumps In

They like the idea. However, Tilnak points out that it is somewhat dangerous for the Villager, whose name is Zi-Lat-Im-'surrmmmm.

"He has recently transferred.  But he seems willing to risk his life, and the Shepherd will help.  I would 'go for it'.  I admit I will miss you my friend.  But, I will also be glad to be able to eat my food again, and scratch my nose when I want to."

You head back to the village, and a lustrous, bright-eyed vessel is presented to Tilnak who examines him for several long minutes.

"This is very fine. Very fine. Indeed. Thank you."  He says, taking control of your voice.  Then you and him wait some hours alone, meditating as he prepares himself.

The vessel is brought in, and you kneel before it, and it kneels before you.  Both your foreheads almost touch.  A scent of ozone fills your nostrils, a brilliant light seems to shine from every object in the room, and you feel as if your brains were running down your nose.  Its startling, and you fight to repress a sneeze.  Its not wholly successful.

A dozen different sense sensations flare at once..you smell strawberries, hear a Gregorian chant, taste chocolate...

And then their is a pop, in your head, and its done.

You have a headache. Tilnak mutters to himself for a bit.

"I am okay, I believe, but I have a bit of transition sickness. Mild."  He says gingerly.

"Indeed." The Ancestor Speaker says. "Your aura is disturbed, and wrinkled. You will need a week or two of rest and meditation.  But I see no gaps. And your central flame burns brightly."

PT
Jesse
player, 139 posts
Peace through superior
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Wed 14 Dec 2005
at 04:06
  • msg #230

Re: Jesse Jumps In

"Another week or two in this place....No offence Ancestor Speaker, but I was looking to putting your village behind me. Please stay here with Tilnak, I have some buisness to attend to in the Flux. And Tilnak, that vessel looks good on ya, I'll be back as soon as I am able."

I ride out to the Flux, leave my lizard with one of my troops and make my way into the shimmering field.

"It looks like we have at least another week or two before we can set our plan in motion. Take that week to gain strength Zi-Lat-Im, I will spend it in sword practice. Shepherd, since Tilnak is no longer with me, can you do anything to study my brain structure and puzzle out any of those gifts we spoke of earlier? There are two in particular that I would like to access and gain mastery over, telepathy; the ability to read and transmit thought, and pyrokensis; the ability to start and control fires with the mind. I can dedicate a third of my time here learning those, another third in sword practice and the final third in rest."
Playtester
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Wed 14 Dec 2005
at 04:28
  • msg #231

Re: Jesse Jumps In

Two days later as you sit with the Shepherd, he touches your brain after a great deal of study which involves you sitting still for hours at a time.

And suddenly you can 'hear' the thoughts of your guard.

*This is so boring. I mean yeah, its the Flux, but still...*

You chuckle, and turn your gaze on another of the entourage.  The new connection is weaker, but...

*Oh great. The Boss is looking at me. Got to look military. Shoulders back. Yeah, don't be too obvious....*

And another...

*Aagh, that mushroom is stuck in my teeth.*

"Well it seems it succeeded, Jesse. I'm impressed with the capabilities of your vess..err body."  The Shepherd says.

PT
OOC: Read Surface Thoughts 1@2.
Jesse
player, 140 posts
Peace through superior
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Wed 14 Dec 2005
at 05:21
  • msg #232

Re: Jesse Jumps In

"This seems to work out much better with you. If you look into my memories you will see some of the blunders Tilnak and I made. I still owe him a house for one of those. Are you ready to try fire?"

I cant stop grinning. As soon as I set myself on a mission of justice, things start to fall into place, like they are suspose to.

I concentrate on the trooper and try to send my thoughts to him.

At ease trooper. I know this is a dull duty, so there is no need to stand at attention while I'm sitting on the ground.
Playtester
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Wed 14 Dec 2005
at 19:45
  • msg #233

Re: Jesse Jumps In

The Shepherd is more inclined to wait until the next day.  So on the following day, you are back out there, trying to learn pyro.  He messes around inside your brain for a bit, but nothing.

On your last day, he does something, and then hisses in disapointment.

"I'm sorry, this nodule should be pyrokinetic, I think.  But I can't seem to get any response from it.  It just sits there, humming to itself, not doing anything in particular."

Unless you are willing to wait another day, this is the last time...


PT
Jesse
player, 141 posts
Peace through superior
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Wed 14 Dec 2005
at 21:11
  • msg #234

Re: Jesse Jumps In

I decide to go ahead and wait one more day. Tilank and Zi-Lat-Im could both probally use the extra bit of rest, and to be honest so could I. I feel a bit tired from all of the sword practice and mental excersizes, but stronger at the same time. I let my troops know that as soon as Shepherd and I try our experiment one last time, we will all be leaving. I want them to make ready, but very quietly so we dont let the whole village know about it. While I am in the village I try a little experiment of my own, I try sending my thoughts to Shepherd from outside of the Flux.

I dont know if you are able to hear this Shepherd, but if so let me know about it the first thing tomorrow.
This message was last edited by the player at 00:28, Thu 15 Dec 2005.
Playtester
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Thu 15 Dec 2005
at 03:59
  • msg #235

Re: Jesse Jumps In

You did manage to send your thoughts to the guard.  It did not startle him as much as a human would have been, but still it shocked him.

The next day, the Shepherd denies hearing you, but suggests that in some important respects he is different than an en-vesselled People.

"You may find talking to your own people different than what you have done so already."

He pokes around in your brain, and finally admits that he thinks it should work, and can't see why it doesn't.  Pyrokinesis evades you.

Then the troops come out to meet you, and you all just keep on riding away from town.

PT
Jesse
player, 142 posts
Peace through superior
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Thu 15 Dec 2005
at 04:05
  • msg #236

Re: Jesse Jumps In

Before we ride away I take out my digital camera and snap a couple of quick pictures of the Flux. I know its silly, but something as impressive as teh shimmering wall makes me react out of habit.

I order two men to ride in a scout position, but within hollering distance. The Thanar have already threatened to block and attack us with bandits, so I want everyone on high alert. I also let them know that watchfulness is more important than formation.

"Higgs, I want you to drop back just out of sight and keep watch on our rear. Set off one of the flash grenades if you see that we are being followed, then ride like your life depends on it...because it probaly does."

Are you getting used to 'riding' with me yet Zi-Lat-Im? It was strange for Tilnak when we first started, but I think you will get used to it soon. I'll try to keep us in the light as much as possible so you can continue to gain strength.
Playtester
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Thu 15 Dec 2005
at 13:44
  • msg #237

Re: Jesse Jumps In

Your men take their positions, and are admirably alert.  Nothing like the stone-cold feeling of certainty that there will be an ambush to make a fellow stay awake...

"Its different. I was a farmer, a slave really, then a pilgrim, then dead,in the Flux, and now I'm living inside an alien. I've given up trying to guess what will happen next."  He lapses into silence.

You go that whole day, looking for trouble, but nothing shows itself.  As the light fades, the men begin to prepare for camp...

PT
Jesse
player, 143 posts
Peace through superior
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Thu 15 Dec 2005
at 16:35
  • msg #238

Re: Jesse Jumps In

I orgingze a watch,two me awkae  at all time for 2 hour shifts. Thr only exception is Tilnak, I want him to get as much rest as he possibly can.


Those roles are in your past my friend. Perhaps one day you can go back to being a farmer, but you will never be a slave again. For now, you are studying to be a soldier. I want you to look through my memories and study them. Learn what you can about warfare from mebecause the fight agaisnt the Thanar will be a long, bloody one. But its a fight we can win.
Playtester
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Thu 15 Dec 2005
at 21:58
  • msg #239

Re: Jesse Jumps In

Your visitor 'nods' agreement, and you begin to feel faint prickles in your thoughts, and occasionally see a flash of a military exercise, a war game, a text on efficient destruction.

The night passes, you share breakfast with the others, and you all head up the valley.  An hour later, a scout comes riding back to you from out of the sun.

"War Leader. About two hunded lizard lengths ahead is a quick fortification across the road.  I counted five spears held in the air above the wall.  It is not a good place for us. It is on a slope, and to the right and the left are small caves.  Plus there are many small rocks on the path. Bad footing.  I think they saw me."

And suddenly in your head, you can 'see' the section of road, minus the fort.  Then a fort appears as it was described.

"I used to travel a lot, I remember this road well."  Your visitor says.

PT
Jesse
player, 144 posts
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Thu 15 Dec 2005
at 22:25
  • msg #240

Re: Jesse Jumps In

"If they want to force a confrontation, we shouldnt disappoint them...too much. We will give them a fight, but not on the ground they have prepared, and not with the sun in our eyes. The last group of bandits I encountered tried a similar tactic, and it didnt work for them either."

I order the troops to ready their javelins and greanades, letting them know that I want them used before things go to sword combat. Then I load and chamber a round into my rifle. I make sure I have extra ammo for it and my pistol within easy reach and start to belly crawl into the pass, halting when I see their fort. I look though my scope for an easy target and if I see one, I take the shot.
Playtester
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Fri 16 Dec 2005
at 05:31
  • msg #241

Re: Jesse Jumps In

You lo-crawl up there, and plant your rifle next to a large boulder about fifteen feet off the main path, and wait.  A minute, five minutes, and about the ninth minute, a People stands up to scout.

The barrier across the path is five feet high, twenty feet wide, and has four foot deep side walls which makes it a formidable three-sided fort.  Someone went to a lot of effort to get your head for a trophy.

To your right and left, you can see three and four small caves in the narrow and shallow valley walls.

Boom!

Your shot takes the stander's head off.

About a minute later, another People sticks its head out the side...

PT
Jesse
player, 145 posts
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Fri 16 Dec 2005
at 06:35
  • msg #242

Re: Jesse Jumps In

I take the second shot and if time allows I reload my rifle and keep taking shots as tehy appear. If not, I ready my pistol and the grenades I brought with me. If I cant sit back and snipe them off, I intend to wait for their rush and take one or two with my pistol, throw a couple of grenades, and then retreat to my men, firing back at the Thanar every ten feet.
Playtester
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Fri 16 Dec 2005
at 20:03
  • msg #243

Re: Jesse Jumps In

You take another shot, something odd about its movement, and then you realize that a couple flankers from the caves on each side of you have slipped out, and are moving behind medium yet hard cover, large stones to circle behind you.

They are not all that good at hiding, and neither are they that good at finding cover.  But they are starting to get the idea as you teach them about a new weapon.

PT
Jesse
player, 147 posts
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Fri 16 Dec 2005
at 20:44
  • msg #244

Re: Jesse Jumps In

I pull out my USMC zippo and light a grenade, then toss it at the nearest flanker and shift my sights on the other one. I reach out with my mind in two seperate excersizes. The first is to try and scan for thoughts behing the wall, the second is to send the information I have already gathered about the situation to Higgs, and tell him to wait unitl he sees me running back toward them to beguin any kind of attack.
Playtester
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Mon 19 Dec 2005
at 16:47
  • msg #245

Re: Jesse Jumps In

Your rather large grenade goes flying, and lands about five feet from your target. The flanker leaps back from it, not like he's diving for cover, more like he's jumping back from a rattlesnake, but it helps.  The blast picks him up, and cartwheels him over another rock.

He's injured, but how badly is another question. If he's tough, you think he's still a threat. If he's a wimp, he's going to lay low.

You reach out, and 'hear'...

*Need to send out another empty vessel for that magician to kill.  How is he doing it? The previous one said he killed at a distance, but we didn't believe him. I guess we were wrong.*

And then it degenerates into visions of various tortures they could inflict on you.  The most interesting part is that it allows you to see how you look to the People. This one sees you as some sort of almost undead dwarf with huge muscles and with a very creepy only two eyes.

You send your message, and recieve a reply.

"Aye War Leader. We're ready. Actually, we're getting impatient. They hear the noise, and they want to go adn charge."

PT
Jesse
player, 148 posts
Peace through superior
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Mon 19 Dec 2005
at 17:02
  • msg #246

Re: Jesse Jumps In

All good things to those who wait, Higgs. I'm going to fall back to your position and see if they really want to force a confrontation. If they do, they will come boiling out after me, if not they will sit tight and give me time to work up another idea.

I send out to the Thanar behind the wall once more to try and get some idea of their numbers, then make an intentionally loud and clumsy retreat down the canyon. I remeber Tilnak laughing at the idea of rock climbing, so if they dont come after me, and decide to wait and see how I will play things, I start thinking of a new angle of attack...one that will have them crapping their pants. I scan the walls of the canyon the whole time I'm making my way back to Higgs and Tilank, but I put get so absorbed in it that I forget to watch the enemies behind me.
Playtester
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Mon 19 Dec 2005
at 19:15
  • msg #247

Re: Jesse Jumps In

You don't catch anything from the brain you contact on that subject since he's not thinking about that right now.

As you start to retreat the other one leaps to his feet, and throws.  You stroke your trigger, and the Thanar falls on his back. Dead.  His javelin falls to your right,and downslope about fifteen feet.

YOur visitor agrees that the notion of rock-climbing is just silly.

You make it back to Higgs and Tilnak and the rest.  You wait a few minutes but they don't come storming down hill at you.

PT
Jesse
player, 149 posts
Peace through superior
firepower!
Mon 19 Dec 2005
at 19:28
  • msg #248

Re: Jesse Jumps In

Rock climbing is far from silly Zi. In a situation like this, its an advantage. If I were to climb the canyon wall and make my way to a sheltered position, I could throw down grenades and javelins while the troopers attack head on. Its not an ideal cross fire, but its good enough. Besides, I didnt really care for that Thanar's perception of me....I'm not a dwarf and while I'm in good shape I'm not overly muscled for one of my race.


I run my idea past Higgs and Tilnak and see if they have anything that might add to it. Possibly even one of the People taking my place on the raock wall, because they are all better with a javelin than I am.
Playtester
GM, 1390 posts
novelist game designer
long-time gm
Tue 20 Dec 2005
at 00:38
  • msg #249

Re: Jesse Jumps In

They are more than willing to let you go ahead and do it.  You're not sure why, but they seem to be a little afraid of it.  So you shrug, and clamber up the rock wall even as your visitor cringes inside your head.

Later on top, your visitor shares his first impression of you from his memory.  To the thin, very tall People with their 'mindsight' you do look strange, eerie, and short.  But the Thanar is pretty obviously letting his dislike of you to color his impressions of you.

You slip on down the rocks above the canyon, its lonely, and quiet up here, except for the wind, and get up behind the wall.

You can see a commander, your old buddy, a bunch of lizards, about eight unoccupied vessels tied to the ground, and seven more People.

Your visitor tells you that even if you crouch down behind a rock, the People down there could see you from the glow of mind. Hopefully, they won't look up this way.

PT
Jesse
player, 150 posts
Peace through superior
firepower!
Tue 20 Dec 2005
at 01:01
  • msg #250

Re: Jesse Jumps In

I relay enemy numbers and positions to Higgs and have him prepare to attack. I let him know that I want crossbows used first because of their range, then javelins and finally grenades before switching to swords. I stress the fact that I dont want the lizards and unoccupied vessels hurt if its at all possible to avoid it. I also let him know that survivors among the enemy arent a concern to me since I have already sent a message to the leadership of the Thanarians. I wait for my troops to get into position then sight in on the enemy commander. I touch his mind and whisper:

You WILL fear. Fear is the mind killer. Fear is the little death that will obleritate you completely. Your fear will consume you and fear will be all that is left.

"Dwarf, huh?"

I grin a savage smile and pull the trigger...
Playtester
GM, 1394 posts
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Tue 20 Dec 2005
at 04:05
  • msg #251

Re: Jesse Jumps In

Your first effort seems to do nothing, and so you try again. (aka--almost a botch...it would have been back when you were just starting, but now you've learned more, and botching is harder to do. But its still a failure.)

The second time you try, and your target leaps and spins about.  Your bullet takes him in the chest though.  A head shot would have been too chancy.

Another shot, and your people come charging around the corner of the canyon.  Your shot fells another.  Three, then five javelins land amidst your group, and you think one guy goes down.

You fire again, and take one more, and then they are scrambling to be in front of the fortification rather than behind it.  Still, one does not keep his head down enough, and you reap him.

Your group has slowed down as they have to deal with the scouts or risk the scouts encircling them.  You can see Higgs ordering two shieldsmen to advance, and another spearman in back as the killer against two others.  The Thanarians retreat running back to join the ones at the fortification.  They seem to be out of javelins.

PT
Jesse
player, 151 posts
Peace through superior
firepower!
Tue 20 Dec 2005
at 04:14
  • msg #252

Re: Jesse Jumps In

I start lighting and tossing down grenades and once I'm out of them I break out the javelins. I keep up my attack until I am out of both, then sit back and direct my troops from my vantage point. I keep my rifle loaded and ready incase there are any easy targets, but I want a victory for my men, to boost their morale even higher. I keep an eye on the two caves to the sides and warn my men about any more attacks comming from them. Just to be mean, I practice my mantra of fear on the Thanarian soldier to keep them rattled and off balance.
Playtester
GM, 1399 posts
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Tue 20 Dec 2005
at 05:05
  • msg #253

Re: Jesse Jumps In

After that, they keep their heads down, and you end up not using your javelins.  But you do use your grenades.

Your men charge through on their lizards, and the charge is ragged, and it breaks into two elements with an empty space in the middle, and the Thanar never leave the comfort of their fortification wall which makes it so charging them doesn't completely work.

However, the correlation of forces is just too strong.

At the end, you have two dead of your six, and they have thirteen dead, despite their heavier armor.

You come down, and the injured transfer themselves to new vessels, and ceremonies are held for all the dead, and then the bodies are laid to the side of the road in neat rows with a small scattering of rocks tossed on them that does not really cover them.  In the distance, you can see small scavengers waiting patiently.

Higgs speaks.  First he apologizes for the mixup, one of his men heard the wrong command, and sped up.  And then he asks what you would think to having longer spears.

"It would mean we could stand off and jab them if they hide against a wall, even if we can't charge through them."

The goods and wealth of the Thanar are gathered.

PT
Jesse
player, 152 posts
Peace through superior
firepower!
Tue 20 Dec 2005
at 05:41
  • msg #254

Re: Jesse Jumps In

OOC: Six soldiers? I thought I had broken the 50 up into 5 groups of ten, each under the command of one of my corprals, and Tilnak would have made it eleven.




""Longer spears, huh? If you get too much longer they would be lances. Lances makes me think of heavier armor for troopers and mounts...basically heavy cavlery. There are advantages and disadvantages to heavy cavlery. First, its cahrges are more orginized and usually much more pwoerful due to the longer lances and teh weight of the armor. Second, the plate armor protects the wearers much better, so fewer losses are taken in battle. Third, a charge of heavy cav on infantry puts a certain amount of fear into the enemy. But as I said there are disadvantages as well. First, with wood being as scarce as it is, an abundance of lances would be very expensive. Adding to that, a lance usually breaks off in your enemy, so its only good for one charge, increasing the cost all the more. Second, there is the problem of heavy armor. I stress the word heavy. Plate mail is quite possibly the hardest armor to fight in due to its weight and bulk. It restricts movment and slows the wearer down, making him vunerable. Third, plate mailis very expensive to make. Outfitting troopers and mounts would put the Red River Village in a situation that it had to sacrifice so much just to pay the cost of the gear, that other important things would have to be given up. A good commander can put together a defence against a charge by heavy cav that can utterly defeat it, and cost not only lives of troopers, but mounts as well.

I personaly think light cav is better equiped to deal with most of the threats that we will encounter. It retains mobility, speed and isnt locked into set formations of attack, so it can remain fluid and unpredictable to our enemies. We might look into getting some lances in case we run into a situation like this one, but I have a few other ideas that might work just as well if not better.

Now if it takes us the same amount of time to get back to the Red River Village as it took us to get to the Bright Village, we can sit back and discuss this matter further in the comfort of our own fortress."

I order all of the equipment and valuables that we took from the dead Thanar to be packed onto the mounts we have taken from them, and I ask Tilank what the best way to move the vessels back to the village would be. I want to be moving and back at the Red River Village as soon as possible.
Playtester
GM, 1404 posts
novelist game designer
long-time gm
Tue 20 Dec 2005
at 15:39
  • msg #255

Re: Jesse Jumps In

Okay, eight troopers come back with you. Sorry.

"But maybe we would want a heavy group and a bigger light group.  Have teh heavies ride up front, like in this battle, and take the javelin shots, and then the lights swarm out around them at the end, and..."  Higgs pauses, and shrugs.  "Yeah, lets talk about it back home."

The Thanar had double-plated leather chest pieces, leg armour, and nice shields.  They all had steel swords.  They had supplies needed for a long trip, a couple levers, about thirty javelins, seventeen lizards, and eight vessels.  They also had some silver coinage imprinted with a dagger on one side, and a crwon on the other side.

It takes some time which you use profitably to improve your troopers training, but you eventually get back home.  Things there continue on, although everyone is very excited for Tilnak, and the Shepherd's Crook of yours, and they make jokes about you having another visitor.

Later that evening at the welcome back feast, they hand you a necklace of green beads.  It turns out hanging green beads in your doorway is a sign for letting rooms out to rent....

PT
Jesse
player, 153 posts
Peace through superior
firepower!
Tue 20 Dec 2005
at 16:40
  • msg #256

Re: Jesse Jumps In

With a grin and a low chuckle, I wear the green beaded necklace and mutter "Buncha jokers...". I eagerly look over the improvements to the fortress the next day and check the progress of training and black powder supplies. After I'm satisfied that everything is moving along according to plan, I head for the blacksmith.

"Greetings Mastersmith, how goes the sword making experiments? If you have a moment, I have a couple more ideas for you that will be much easier and could bring you and the village a decent amount of profits."

I draw up smaller hand saws, not the larger lumber jack saws that I gave to the smith of teh Bright Village, but ones that can be used to trim off limbs and prepare the cut trees for sale. I show him designs for splitting wedges and explain to the smith how they are driven into whole tree trunks at intervals to split them and make it easier to use them for building materials. Then I show him the design that I'm intrested in this morning. Two single edged cutting surfaces facing each other, joined by a pin in the center of them with loop handles on one end....Scissors. I really need  a shave, and it will be much  less painful to scrape my face with a razor sharp blade if I can cut the excess hair off with a pair of Scissors first.
This message was last edited by the player at 16:40, Tue 20 Dec 2005.
Playtester
GM, 1416 posts
novelist game designer
long-time gm
Wed 21 Dec 2005
at 04:04
  • msg #257

Re: Jesse Jumps In

The smith shows you a sword. It looks good, and it seems to be layered, although not as many times as you'd like, but then he bangs it down on the anvil. It shatters into five pieces.

"Slow." He says.

He is interested in the wedges although he points out that they use up a powerful amount of steel.  He wonders if you could use bronze instead.

For the scissors, he smiles, and grabs some bronze, and within about an hour, he has a pair of scissors for you.  They work tolerably well as they swing back and forth, although they need to be sharpened.

He gets out a wheel, and begins to sharpen them.  After a bit, he has you test them.  They work, not great, but not too bad either.

"Now that is something I can do easy."

PT
Jesse
player, 155 posts
Peace through superior
firepower!
Wed 21 Dec 2005
at 04:14
  • msg #258

Re: Jesse Jumps In

"I think bronze might be too soft a metal for repeatedly splitting trees, but I think I have a solution to the shortage of steel. While I was talking to Shepherd I didnt forget about you my friend."

I draw a map of the village, then circle the spots that Shepherd showed me the iron deposits. Then I make my excuses and go back to my room to heat water and shave. On the way there I ask one of my troopers if he can go set up a meeting with the chief and counsil. I have to tell them the things Shepherd and Zi told me about what is going on in Dig Village.
Playtester
GM, 1421 posts
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Wed 21 Dec 2005
at 04:53
  • msg #259

Re: Jesse Jumps In

The smith gathers a few friends, and goes to check on your sites.

The Chief and council are eager to have a report.  And by the time, the smith comes back, bouncing with energy to announce these great finds, the Chief is standing with you about to escort you into the Council Hall.

The smith pauses.

"Chief, I beg you to remember that we have not caught the traitor yet. So, I think it would be wise to  have a closed session."

The Chief turns to you willing it seems to defer to you on this matter.

PT
Jesse
player, 156 posts
Peace through superior
firepower!
Wed 21 Dec 2005
at 05:09
  • msg #260

Re: Jesse Jumps In

"I disagree, this isnt a stragety session we are going to tell not only the chief and counsil what Sherherd and Zi have told me, but I want to tell the entire village as well. I want the Thanar to know that I know about what they are doing. I want the entire world to know what they are doing, that way we might band all of the villages together and wipe them from the face of this world. Its our moral duty to stop them from doing the things that they are, and I want everyone to know that I will stop at nothing to punish them for thier actions."

I step back a little to see how the chief and smith react to my response and give them time to gather the villagers if they agree with my decision.
Playtester
GM, 1427 posts
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Wed 21 Dec 2005
at 05:24
  • msg #261

Re: Jesse Jumps In

They nod, and the Chief seems relieved since secrecy goes against their ways.
It takes about ten minutes since everyone is eager to hear the story.  You are led in, a few religious rituals are observed, and you are offered the chance to swear by your place in the village (since they know you are not a Flux worshipper like them, and can't swear by the Flux... not that that bothers them..they don't really expect you'll go to their Heaven anyways.)

And then the Chief sits down at his ceremonial chair, and motions for a beat of the drums. A thunder of drums,and conversation falls silent as the large circular room is now filled with waiting People.

PT
Jesse
player, 157 posts
Peace through superior
firepower!
Wed 21 Dec 2005
at 05:42
  • msg #262

Re: Jesse Jumps In

I beguin by telling them about my first visits with Shepherd, then about my difficulites with the Thanar in the Bright Village. I tell them about my first meeting with Zi, then I'm silent for a moment.

I start to tremble with anger, my hands curling into fists and my voice dropping to a low growl as I tell them about how the THanarians are forcing two minds into one vessel. I go over everything Shepherd told me, then I'm silent for a moment.

Zi, I need you to take control and give these people a first hand account of whats happened. I'm sure they will have questions that only you can answer. Doing things like this is the first step to freeing your village of the Thanar.
Playtester
GM, 1432 posts
novelist game designer
long-time gm
Wed 21 Dec 2005
at 16:11
  • msg #263

Re: Jesse Jumps In

Your speech stirs them, and then horror sits on their faces as you tell them of the crimes of the Thanar.  And then Zi begins to speak.

His voice is flat, uninflected, and you can feel him hiding.

"I have seen things, but I will not show you my true face for I fear for my home if I do. Thus you may choose not to believe me, but I swear this to be true..."

And he goes on to detail in very great detail,and for nearly an hour all the atrocities he has seen the Thanar do.  There are a number that are new to you.

By the end a good part are boiling with rage, and another part is skeptical thinking him a liar, and a small part have left the council hall because what they were hearing was too horrific for them to stand.

PT
Jesse
player, 158 posts
Peace through superior
firepower!
Wed 21 Dec 2005
at 16:23
  • msg #264

Re: Jesse Jumps In

"This is just the beguining of what the Thanar will do if left unchecked. I have done a great deal to help strengthen the defences of the Red River Village, trying to prevent atrocities like the ones you have just been told of from every happening here. But I cant just sit by and hope the Thanar will be content with the Dig Village, the thought of what they are doing to the villagers there makes my blood boil. I wont go into detail about any plans I have or might have, but I have vowed to stomp out the Thanarian menace, and I intend to do just that. I will be in the village for a while, but soon enough I will leave and bring down my wrath, and Shepherd's wrath upon our enemies.

I think we have heard enough disturbing news for one night my friends. Go to your home and think about what might happen if the Thanar decide that the Red River Village is next on their list of places to subjigate(sp)."

I wind my little speech down and step back, dropping to my haunches with the chief and the counsil to hear their thoughts on the matter.


You did well Zi, I'm proud of you. And I vow that we will stop the Thanar if its the last thing I ever do.
Playtester
GM, 1440 posts
novelist game designer
long-time gm
Wed 21 Dec 2005
at 19:13
  • msg #265

Re: Jesse Jumps In

The chief and the council discuss things.  There is a split in the council.

One side argues that the Red River Village should flee, pack up in the night, and go far away, and the other side wants to make a vow to the Ancestors to utterly destroy the Thanar, to purge them from the world, and to stand against their entrance into the Flux.  This is a vow that has not been uttered in this world since the Dark Times when the Ridthan were shattered and massacred in the high mountains far from the Flux for their great evil nearly a thousand cycle ago, your visitor explains to you.

PT
Jesse
player, 159 posts
Peace through superior
firepower!
Wed 21 Dec 2005
at 19:23
  • msg #266

Re: Jesse Jumps In

To the ones that want to run away I say:

"Hiding from the Thanar wont make them go away. Good men cannot stand idle whaile evil goes unchecked. If they do, they become part of the problem themselves. There is no place in the world of moral men for apathy or cowardice. If you want to go, then run away. I'll still try to protect you, but the Red River Village gets my attention first. I'm sure there are plenty of rocks out there for you to crawl under, so go hide. Maybe the Thanar wont find you, maybe they will. But if you run, I wont ever have any respect for any of you  again."

To the ones that favor fighting I ask:

"Bar them from entering the Flux? How is that possible? I need to know because I plan on killing a lot of Thanarians soon, and keeping them from comming back at me in new vessels would be a handy piece of information."

OOC: Which way did the chief lean? I would bet towards fighting, but just to be clear...
Playtester
GM, 1449 posts
novelist game designer
long-time gm
Thu 22 Dec 2005
at 04:48
  • msg #267

Re: Jesse Jumps In

"There are few of us that remember this, for it was a thousand cycles ago, but the tribe of the Ridthan, a dark folk, filled with wickedness were shattered in a great battle, and they were captured.  Then the prisoners were taken up high into the mountains, very far from the Flux, and killed. And no circles were laid at their heads at their deaths, nor prayers uttered for their being."

The Chief leans toward fighting.  That night, ten of the village, with one councilman, pack their supplies, and leave the next day.  The others begin to gather to swear their oath of destruction.

Higgs comes to you.

"War Leader. Troubling news. Of the ones we suspected, one is dead. His vessel...it is very wrong. It did not die peacefully.  I have never seen anything like it."

PT
Jesse
player, 160 posts
Peace through superior
firepower!
Thu 22 Dec 2005
at 04:53
  • msg #268

Re: Jesse Jumps In

I find out where the vessel is, and send Higgs to get Murr, Tilnak and the chief and bring them there. I examine the body as well as I can without touching it. The rational part of me knows that there isnt any way these people have anything near biological warfare, but I'm used to taking precautions and the habit stick with me.

Before the others arrive, I ask Zi what he thinks happened, and I ask the others the same when they show up.
Playtester
GM, 1456 posts
novelist game designer
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Thu 22 Dec 2005
at 15:03
  • msg #269

Re: Jesse Jumps In

You stride over the padded earth to the hut, and take look inside.  Your guts seem to turn over, to freeze in horror, and you feel unfamiliar sensations ripple through your mind.

The body is twisted, neck broken, eyeballs almost popped out, and black marks make a crown of burn lines around his head.

"Get out, flee!" Zi- says with frantic fear in his voice, and you realize some of the emotions you felt were his.

PT
Jesse
player, 161 posts
Peace through superior
firepower!
Thu 22 Dec 2005
at 16:25
  • msg #270

Re: Jesse Jumps In

I step outside to calm Zi, and wait for the others to arrive. While I'm waiting, I question Zi a little further.

OK Zi, you seemed to recognize the way that person was killed. I need to know whats going on if I'm going to be able to come up with a defence. Just calm down and tell me whats going on.
Playtester
GM, 1465 posts
novelist game designer
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Thu 22 Dec 2005
at 23:54
  • msg #271

Re: Jesse Jumps In

You turn to leave, thud, your sword is ripped from your waist, thwoom, a foot collides with your stomach, and flings you out of the hut and onto your back. Gasping for breath you roll over on your back, and to your feet as you see a Person come out of the hut.

The being wobbles between twitching all over, and a movement that is sudden, raw, and so precise as to be inevitably perfect, and yet it gibbers, bites its lip until its raw and bleeding.

It babbles of the glory of the Thanar who will rule the whole world, and in betweenst that, in another voice, it begs you to forgive it, it was a fool, it didn't know the Thanar, kill it please.

Meanwhile, your visitor is shrieking in your head...Flee, flee, flee.

You're still breathing hard, almost gasping, and you think it missed your ribs being unfamiliar with human physiology, or it just wants to play with you.....

PT
Jesse
player, 162 posts
Peace through superior
firepower!
Fri 23 Dec 2005
at 00:17
  • msg #272

Re: Jesse Jumps In

I draw my pistol and beguin to fire. I make no effort in conserving ammo, I just unload on the thing. I dont stop shooting until I know for a fact its dead or until I need to reload. Not taking my eyes from it, I holler in my loudest parade ground voice:

"Troopers! Front and Center, on the double!"

This is unexpected, I know you told me about things like this Zi, but I didnt think I would see it in this village. I wonder how much its going to take to kill this thing.
Playtester
GM, 1472 posts
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Fri 23 Dec 2005
at 02:47
  • msg #273

Re: Jesse Jumps In

You fire, and it drops parallel to the ground before your trigger goes home. It slithers forward in a horrendous crab-walk across the ground as you drop the pistol to fire, it starts to leap, but a shudder shattes its concentration, and your bullet goes home into its back.

It bounces upwards, and at you as if it was on wires, and comes down toward your face with its hands stretched out. Your shot creases its shoulder, and its stabbing fingers bounce off your skull, and you hear a finger snap like a twig.

"Curse you, human. Where are your weak spots?"

You're laying on your back, and its standing on your chest.

You can hear Tilnak yelling that he is coming, and Higgs is bellowing for the troops to follow him.  But the cry of the troops is further off, and its going to be at least fifteen seconds before Tilnak gets here.

PT
OOC: And that was a botch by the bad guy.
This message was last edited by the GM at 02:47, Fri 23 Dec 2005.
Jesse
player, 163 posts
Peace through superior
firepower!
Fri 23 Dec 2005
at 03:13
  • msg #274

Re: Jesse Jumps In

Since it was so nice as to get into my reach by standing on my chest, I grab an ankle and twist it as hard as I can, trying to break it. Even if the ankle doesnt break, I should be able to pull it onto the ground, and I plan on doing a little stomping of my own if I can. Never letting go of the ankle, I try to hammer my heels into its waist and chest....and just to be mean, I sink my teeth into its ankle and try to tear out a hunk of flesh.

With its blood running down my chin, I give it a savage grin and say:

"My head is the weakest point on my body. If you cant do any damage there, your in a world of hurt."

I'm counting the seconds until Tilank, Higgs and Murr arrive.
Playtester
GM, 1477 posts
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Fri 23 Dec 2005
at 03:41
  • msg #275

Re: Jesse Jumps In

You lunge for his ankle, and he smashes you in the nose, but you wrench his ankle about, and he's tumbling with his free foot slamming you in the chest twice as he goes down.  Through a bloody haze, you smash your feet into his chest, and he reaches out and screaming agony from his broken ribs, he slams his fingertips into the space behind your right knee, and the leg goes numb.

He's trying to sit up, and you draw your leg back too slowly, but before he can knock it aside, he has to slap a javelin aside which was aimed for his chest, and thus your second kick lands, knocking him back on his back, and breaking something else.

You lean over to take your bite, and he clouts you on the side of the head with his other foot.  You bite, and yell at him. And he curses back at you, and then he wedges his foot under your chin, and begins to press on your throat while his free hand grapples for your gun.

Thunk. A sword flies over your head, and point-first lodges in his chest. Still he fights on, almost ripping the gun free despite your superior strength because of your shock at him still functioning.  But you can see doom in his face. He knows its over.

And then Murr comes down with a blade across his neck, and sends his head spinning down the street.  He collapses, and seconds later, a dozen troopers have jerked him clear of you, and are stabbing him repeatedly with spears. As you get your breath back, Higgs orders them to stop.

PT
Jesse
player, 164 posts
Peace through superior
firepower!
Fri 23 Dec 2005
at 05:15
  • msg #276

Re: Jesse Jumps In

I stand up and look around with a grin and announce through a mouth full of blood:

"Its ok guys, I got him right where I want him..."

And promptly fall down again. Looking at the corpse, I decide then and there that I definantly dont want to fight an entire squad of things like that. One of them might have killed me if my men hadnt stepped in when they did, so I think its time to rethink some of the plans I have made. I glance at Tilnak, Murr and Higgs and ask them if they can help me to my room because I'm not totally sure I can make it by myself. I send Higgs to tell the chief what happened and let him know I'm still alive, even if I feel like I've been run over by a lizard again....run over twice. Then ask Murr and Tilnak if they can think of anyway to deaql with these things any better than I did.

See Zi? We made it through that without too much trouble. I want to make sure that no more of those things are ever made again. Just because the fight was stimulating doesnt mean I want to repeat it anytime soon.

OOC: Thought I was a gonner for a minute there.
Playtester
GM, 1487 posts
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long-time gm
Fri 23 Dec 2005
at 06:22
  • msg #277

Re: Jesse Jumps In

Tilnak retrieves the thrown sword, and shakes his head, obviously shaken. The rest are almost in a state of shock as well.

They get a cart, and tote you back to your hut.  Your three closest advisers sit down with you, and you reach inside your head, and start the pain-stopping mantra.

Zi- is just shaking inside.  But he begins to calm down a bit as he listens to your mantra.

Murr finally speaks.

"Massive damage. A big grenade. They couldn't dodge that, and after they lose a few limbs, I don't think even they could last that long."

"Even among the Thanar, there have to be very few who would be willing to do that.  It is death. Final death. And not a pleasant one either, despite the obvious power, I'd think."  Tilnak adds.

Higgs goes outside to check and finds that the troopers have decided you need a bodyguard tonight.

PT

PT
Jesse
player, 165 posts
Peace through superior
firepower!
Fri 23 Dec 2005
at 07:33
  • msg #278

Re: Jesse Jumps In

"Well, I guess we proved the legend about it taking three or four men to defeat the person bearing the Sword of Smoke. There were three or four of us, right? After the second shot to the head I lost track...or maybe it was the third shot to the head. Anyway, I kinda doubt I need a bodyguard, but if it makes the men feel better to post someone outside my door, I can deal with that. Just make sure the person on duty isnt there for more than two hours, and is relieved by someone else. There is no sense in losing an entire nights sleep our first night back."

I take a cloth and some water and start cleaning up my busted face and checking to make sure all my teeth are firmly in place. I glance at my saddle bags and remeber something, I take out a package containing the bronze scale mail and present it to Murr.

"Our second in command needs good armor Sword Brother, and this is the best I could come up with on short notice. I wish it were steel, and I had another for Tilnak, but its what I was able to come up with on short notice. Honestly, I'd like to see all our men outfitted with it, but that could take quite a while even if I had 10 black smiths working non-stop. I'll talk to ours, but I would rather he concentrated on his sword making."

I turn to Tilnak and grin a little, hoping it will take the sting out of my next words to him.

"I didnt give you the armor because I dont want you anywhere near combat my friend. Its not because I dont think you can handle yourself, its because you are the only one aside from myself with any in depth knowledge of modern warfare. I had you study my memories so if I fall in battle you can take over the planning and stragety, so we cant risk your getting hurt. Besides, you cant show off your new vessel if its covered in steel.*chuckle*"

I glance back to Murr and laugh a little.

"Massive damage, huh? I like the sound of that. I might even have a way to get those grenades to them without getting within their reach."

I take out writing materials and draw a crude picture of an atlatl. I explain that while it is crude, it would add to the force of a thrown grenade, or javelin for that matter. I sit back on my sleeping bag and wait for everyones reaction.


Maybe you could try to come up with a mantra of your own Zi. The one I use calms me, and helps me with my pain supression, if nothing else, I'll bet it will make you feel better.
Playtester
GM, 1490 posts
novelist game designer
long-time gm
Fri 23 Dec 2005
at 14:59
  • msg #279

Re: Jesse Jumps In

Your teeth are fine. Its your stomach that has two large bruises, one on top of each pectoral muscle, and a huge splotch on your stomach.  You groan to sit up, and then re-establish the mantra.

Your throat is raspy and sore.  And you've got a two inch gash in your scalp.  You've got a headache. Your gun hand has about a dozen small scratches on it, and those scratches look to be dirty.

Your nose is broken.

Your body is sore, and you think you pulled a couple muscles, one in your back, and another left shoulder muscle.  You're drenched with sweat.

The feeling has come back in your right leg after he nerve jabbed you behind the knee.

Other than that, you feel great.  :)  But, as they say, you should see the other guy, whose head is now decorating a pike.

Murr is overwhelmed by this princely gift, and he is crying, while stroking out the curves of the armor.  He wipses his eyes, and tries it on.  It needs some adjustment, but not much, and he looks positively lethal in it.

"Good thing our assasin did not have this."  Tilnak says. "I understand your reasoning my friend. I also understand I have enough wealth to buy myself an armor. I don't want to unduely risk myself, but I don't agree to sitting it safe either."

Murr asks you if such a thing could quickly toss enough gunpowder to blow a Person to pieces.

"It has to be quick in use, and quick to arrive for the DeathBeasts are fearfully quick."

PT
Jesse
player, 166 posts
Peace through superior
firepower!
Fri 23 Dec 2005
at 15:26
  • msg #280

Re: Jesse Jumps In

I use to wet cloth to clean the wounds on my hands and ask if the healer has any experiance on straightening  a broken nose, if he does he might as well stitch up the gash in my scalp as well. Since there isnt much I can do about bruises and pulled muscles, I try my best to ignore them and thank Tilnak once again for the pain supression.

"A general that leads from the front lines doesnt have a very long life expectancey Tilnak. Even a battered old sergant like myself knows that, but I would feel better if you were incased in armor as well."

I examine Murr in his new armor and grin as well as I can, and resopnd to his question.

"The armor looks good on ya my friend, and to answer your question, yes. An atlatl can be readied very quickly. My ancestors used them when hunting large and dangerous game, so I think they would be perfect for this. But I was thinking of using them from lizard back, or from the walls of the fortress."

I sit back and try to make myself as comfortable as possible until the healer arrives.
Playtester
GM, 1497 posts
novelist game designer
long-time gm
Sat 24 Dec 2005
at 03:41
  • msg #281

Re: Jesse Jumps In

The healer comes, tsks, and points out that if a Person was as damaged as you, he'd simply tell them to transer to a new body.  So no, he doesn't have a lot of experience with broken noses, alhtough he has a little.

You and he work on it a bit, and then he steps back.

"Not great, but better, I'd say. I fear that if I work further, I shall merely make matters worse."

Your hands are washed, and the healer tsks agains over the cloth used to clean them.

"See here is dung. The assassin covered his fingernails in dung hoping to give you the blood poison.  Now, this is no sure cure, but I want you to eat a loaf of moss bread every day for the next week.  I'll make some up for you.  Its made of flower beaten from a particular moss, and half regular flour.  Its not bad tasting."

PT
Jesse
player, 167 posts
Peace through superior
firepower!
Sun 25 Dec 2005
at 17:26
  • msg #282

Re: Jesse Jumps In

Thinking of Punji sticks in the Vietnam era, I know what blood poisioning can do to a person. I take out my first aid kit and clean the wounds in my hand with alchol wipes before smearing antibiotic ointment all over them and wrapping them in gauze. I thank the healer for his attempt at fixing my nose and assure him that I dont need to be pretty to be ecceftive in combat, and tell him that I'll be glad to try the bread cure and any other he knows of.


Zi, have you studies my body and brain long enough to try a little experiment? If so I would like to see if you can access the parts of me that control my immune system, and try and boost them a little.
Playtester
GM, 1515 posts
novelist game designer
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Tue 27 Dec 2005
at 04:35
  • msg #283

Re: Jesse Jumps In

Zi is uncertain, but willing to try, especially as he's with you now for at least two months.

You clean yourself up well, and smear the antibiotic on, hoping that it will be enough for the local viruses.

Zi shows you what he is doing, and tabs something in your head. Suddenly you feel very warm, a flush going across your face, and sleepy, and you get the sensation like something is working frantically inside you as you find yourself drifting off to sleep.

The next morning, you wake, feeling shaky and a bit tired, and eat some toasted moss bread.  You end up eating the whole loaf, and your regular meal besides.

Still, you feel hot, and sleepy.

PT
1@2 Flu Defense Activated (fever, white blood cells go into overtime).
Jesse
player, 168 posts
Peace through superior
firepower!
Tue 27 Dec 2005
at 16:44
  • msg #284

Re: Jesse Jumps In

Moving slower than usual, I wash and shave, then head to the practice yard. I cant lay off of my training just because I'm sick, and if I can keep my regiment up while ill, it should get even easier when I am healthy again. After going through my usual solo excersizes...slowly and a bit stiffly, I look around for a couple of sparring partners. If I find them, I work out with them for a couple of hours, if not I head to the black smith to see if he is making anymore progress with the sword making. I suggest that he fold the blades no less than twenty times, but fifty would be better.

After I'm done at the smithy, I go to the counsil chambers, wanting to tell the chief and counsil about my ideas for irrigated crops, and a few other designs that I am working on.
Playtester
GM, 1526 posts
novelist game designer
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Wed 28 Dec 2005
at 03:33
  • msg #285

Re: Jesse Jumps In

You get through the day, after sparring for an hour, and the blacksmith asks you if you think that will aid the too fragile nature of the swords.  And then its over to the Council.

Once there, you outline the plans, and at first they seem unenthused, but then, one of the more recently transferred picks up on your ideas, and begins to explain them to the others with growing enthusiasm.

In the space of a ten minute span, the Council goes from skeptical to supportive with reservations.  They are willing to try your techniques on an eighth portion of the fields available which is what they figure they can afford to lose if your plans mess up.

You become aware of another of the constrains of a primitive civilization.  It has relatively little room to make big errors, so that tends to encourage a degree of conservatism.  But, the People, especially those new to a body, are far more easy to persuade than humans.

The healer looks at your hands that night, and is guardedly optimistic.

PT
Jesse
player, 169 posts
Peace through superior
firepower!
Wed 28 Dec 2005
at 03:44
  • msg #286

Re: Jesse Jumps In

I plan on spending the next couple of days in training, working with the smith, and helping to dig irrigation trenches. Each night I remove and clean teh wounds in my hand, then reapply antibiotic ointment, and glady eat all the moss bread the healer brings me. I ask the smith if he would mind teaching me the basics of his trade so I might better help him with the ideas I have for improving life for the People. I assure him that I'm not intrested in taking up a new profession, but another pair of skilled hands around the forge would cut down on the time it takes to fabricate new tools and weapons.

I oversee as much squad practice as I can, stressing mounted attacking and defending in formation. I concentrate mainly on javelin attacks, but make sure my troops and I get in plenty of slash and run sword practice.

At night, I try and spend as much time with Murr and Tilnak making balck powder as we possibly can. I know the Thanar are comming, and even if they dont, I have to do something to help the Dig Village People. The biggest thing keeping me from doing advance recon work are my wounds and fever. I do however, send a couple of our better scouts to observe the Thanar from a distance and report their fiondings to Murr, Tilnak and myself.
Playtester
GM, 1531 posts
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Wed 28 Dec 2005
at 15:16
  • msg #287

Re: Jesse Jumps In

The second day, while you are out digging ditches, you suddenly find yourself sitting on your bottom, with the world and the stars spinning above you. The blood poison got its first good hold, shaking, and with chills, you head back to the hut, and spend the rest of the day sleeping.

The next day, you feel back to normal, and despite your healer's advice, you're out in the fields again.

The formation practise does not come easy, but the troops are very determined because they can see how effective its going to be once it actually works right. Even now, they can see that its very effective.

One of the chief problems is retraining themselves not to swerve away from someone next to them, and the other is likewise...the mounts have a tendency when stressed to snap at something close by.

One of your scouts comes back panting.

"I killed my riding beast, and I've run from Bright to here.  The Thanar are gathering. They have a camp two days from Bright."  He sways and hits the ground.

PT
Jesse
player, 170 posts
Peace through superior
firepower!
Wed 28 Dec 2005
at 19:00
  • msg #288

Re: Jesse Jumps In

I start cursing at the timing of the situation. The Thanar are gathering while I'm still weak from blood poisioning, and my troops are far from the level of training I feel they need to be at to confront the Thanar. I have my scout taken to his quarters and tell him to rest while I start giving orders to make preperations for   an expidition to The Bright Village. I want all of the men to gather their armor, crossbows, javelins and swords. I order all of the available lizards made ready for a long ride and send my fastest rider to Bright to warn them of the situation. I tell the rider to talk to the Smith there first, then go to the village counsil. Tilnak, Murr and I beguin packing all of the black powder we have made into grenades and distributing them to the troops.

After we have made as many preperations as we can I go and see if the scout has rested enough to answer some questions. I need to know how many Thanar there are, what location they have chosen for their camp, if they have patrols in the area, and anything else he might have found out.
Playtester
GM, 1542 posts
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Thu 29 Dec 2005
at 03:10
  • msg #289

Re: Jesse Jumps In

The troops are called out with a great hustle and bustle, and the lizards are prepped, and while that is finishing the rider leaves for Bright Village with a scroll from the Chief and your words in his mind.

The grenades are being prepared, and others who have not yet joined your army are also setting themselves up to go to war, even though in a more haphazzard fashion.

Later, you talk to the scout who is drinking some noxious fluid, and he explains.

A day and a half from Bright Village he saw a smoke trail in the sky, and so he investigated.  He could not get very close because the Thanar do keep scouts out in groups of four, but the furthest away was probably half a mile from camp.

He saw three sentry groups, and that was on the third of the campside he searched.

It is about five miles from the Flux.

He thinks they are in a shallow and wide valley atop a moderate hill.  Its probably got about the same landspace as this village he explains, although it does have a high, and craggy hill upflux from it (that is, the camp is between the Flux and the Craggy Hill).

There is some sort of water there. A spring, but he hears its not very good.

PT
Jesse
player, 171 posts
Peace through superior
firepower!
Thu 29 Dec 2005
at 03:25
  • msg #290

Re: Jesse Jumps In

I tell the scout to get a good nights sleep then follow us to the Bright Village as soon as he can, even if he has to transfer to another vessel to do so. I gather all of my equipment and order everyone to form up and ride out. We arent going to waste any time getting to the Bright Village, but we may be able to slow down and take a rest once we are there.

I tell Murr to take command and I ride out front to gather my thoughts and make some battle plans before we get anywhere near the war zone.
Playtester
GM, 1546 posts
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Thu 29 Dec 2005
at 15:37
  • msg #291

Re: Jesse Jumps In

You ride on out with everyone willing to fight, and with strings of extra vessels and lizards trailing behind you, unprotected, and leaving the village mostly so as well.

It occurs to you if the Thanar are really nearby, your village is toast.

The lead elements set a quick pace, and trade lizards frequently. Your column has elongated as you march you realize as night comes on.  Of course, night here is still quite bright, full moon light regularly from the aurora borealis in the sky.

Stop and camp? March through the night?

PT
Jesse
player, 172 posts
Peace through superior
firepower!
Thu 29 Dec 2005
at 19:53
  • msg #292

Re: Jesse Jumps In

I drop back to where Murr and Tilnak are riding and have Murr send out 4 scouts to circle back around the village, looking for any signs of Thanar. If they find any, they are to set off a grenade then make for the village, if not they are to catch up with the rest of us as quickly as possible. I want to ride on through the night, but I dont want to completely waste the mounts doing so, so I call a halt every two hours for a brief rest. I'm hoping that once we reach the Bright Village one of two things will have happened.

1) The chief will have been replaced by someone more willing to fight the Thanar, and I will have more troops to combat the forces waiting outside the flux.

2) The scout I sent will have convinced the smith and the counsil that the Thanar are going to attack their village and they will finally see enough reason to join forces with us.
Playtester
GM, 1556 posts
novelist game designer
long-time gm
Fri 30 Dec 2005
at 03:41
  • msg #293

Re: Jesse Jumps In

The scout catches up to you with another of your scouts who had been out on patrol, and the other had just completed that sweep, and found nothing, but one trail a day or two old for perhaps two Thanar who had been spying on the village.  But they've left.

You arrive at the village, and the smith comes out to meet you.

"Chosen of the Shepherd. The Chief has gone against tradition, and last night, he went from hut to hut with some few, and took away everyone's weapons.  He intends to shut the walls to both sides, or so he claims, but I feel he will secretly offer aid to the Thanar.  The foul coward has gone too far this time!"

He shakes his fist in the direction of the Bright Village.

"I and a few of my closest still have our weapons for I told the Chief that if he wanted my sword, he could come and take it."

Your Chief is listening, and he is shocked as well.

PT
Jesse
player, 173 posts
Peace through superior
firepower!
Fri 30 Dec 2005
at 03:52
  • msg #294

Re: Jesse Jumps In

I ask the smith if there is a way to get into the village and to the chief's hut. It looks like its time for another object lesson, and I plan on making this one stick in the minds of Thanar sympthisizers(sp). If there is, I plan on taking a small unit and infiltarting the village, entering the chief's hut, and killing him, then dragging the body out and hanging it from the village gates.

I run my plan past our chief and the smith to see if they have anything useful to add.
Playtester
GM, 1562 posts
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Fri 30 Dec 2005
at 04:41
  • msg #295

Re: Jesse Jumps In

The smith says he can go into the gate, and make a big fuss, demanding that the gates be opened to his friends, and thus divert attention from you and your group.

The Chief speaks.

"You think like a human. Humans don't glow in Mindsight, and can hide well. But you have a People in you, and he glows.  Even if you hide behind something, he still glows outwards by about this much."

The Chief shows you, and its a sphere about eight feet across and tall.

PT
Jesse
player, 174 posts
Peace through superior
firepower!
Fri 30 Dec 2005
at 07:04
  • msg #296

Re: Jesse Jumps In

"If Zi were to stay with Shepherd for this operation, would the Shepherd's Crook still be visible? If so I wont even ask him to, but if it will, I'll see if he is willing."


I consider bombing the gate, but discard that idea because we may need to have an intact gate to defend against the Thanar. I ask if there is a stream around with clay deposits. I know that clay is a natural insulator of electricity, and I might be able to use it to mask Zi's mind to the People in the Bright village.
Playtester
GM, 1569 posts
novelist game designer
long-time gm
Fri 30 Dec 2005
at 15:13
  • msg #297

Re: Jesse Jumps In

"Zi should not transfer so soon. I don't think. I mean traditionally one does not transfer for at least a month. Minimum. You've an odd situation here."
The Chief says rubbing his forehead in perplexity.

"The Crook will still be visible, but its in the center of your aura."  The Chief taps you on your breast bone. "About a handspan above this it floats. And its three handspans tall."

They don't know about clay packing, but they do admit you can hide behind a clay pot, and not see the glow through it.  So they set out with you and the others, and rapidly find some clay.

This world has no shortage of clay or rock.

They pack it around you, and then layer you with a cloak tied on with a rope.  Its awkward, a bit noisy, but they are impressed.  You still have an aura, but its about six inches from your skin, and mostly around your head at that since they can't completely cover your face.

PT
Jesse
player, 175 posts
Peace through superior
firepower!
Fri 30 Dec 2005
at 17:43
  • msg #298

Re: Jesse Jumps In

I ask the smith about the best place for me to go over the wall and head for it while he starts his distraction. I intend on making it over the wall, to the chief's hut and then sneak in. I try to move as quietly as possible and listen for the thoughts of anyone near once I make it over the wall.
Playtester
GM, 1581 posts
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Sat 31 Dec 2005
at 18:54
  • msg #299

Re: Jesse Jumps In

You slip over on the far side from the Flux since on the near side would clearly skyline you, and behind one hut which is set up right next to the wall.

"Also, To-mor-ki-thrumm is a notoriously heavy sleeper who always snores, goes to be early, no matter what vessel he transfers into."

You slip over the wall, and can hear the chuffs and huffs, and drift between the darkened huts.  Most thoughts are grumbly, or fearful of the tommorrow.  More than a couple curse the Chief, and one looks forward to the day when the Thanar arrive and he can rule over his inferiors.

You mark that hut in your mind, and move on.

A People almost looks at you as you crouch in the shadow of a hut, but its eyes drift on although you can see a smile on its face afterwards.  And you enter the Chief's hut after circling two more huts.

He's writing a letter, and he looks up startled as you enter.

PT
Jesse
player, 176 posts
Peace through superior
firepower!
Sat 31 Dec 2005
at 19:53
  • msg #300

Re: Jesse Jumps In

Without giving him time to sound any kind of alarm, I launch myself at him, wrapping my hands around his throat. As I beguin to squeeze the life out of him, I talk to him in a voice barely above a whisper.

"I always knew you favored the Thanar, from the moment I first laid eyes on you. You have to know that they are murderous *cannot be printed here due to PG rating*, and will lay waste to this entire world if left unchecked. They do not honor your customs, your social values or your religous beliefs, yet you still side with them over your own people. I would apoligize for this if I thought it was a mistake or if you were ignorant of their actions, but since neither is the case, I will simply kill you and make sure there is a more suitable leader installed, one that has the best intrests of the Bright in his heart."

I continue to squeeze, and place my thumbs over his wind pipe and try to collapse it.
Playtester
GM, 1586 posts
novelist game designer
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Sun 1 Jan 2006
at 00:24
  • msg #301

Re: Jesse Jumps In

"We could (gasp) work with them. (gasp). You're the bad influence. Destabilizing. The law must be (choke)upheld. We can work..."

Even for a People, he's a terribly poor fighter, and you choke the life out of him.  His dead body lays on the floor, exuding smells, and you only have a couple scratches on your arms for the effort.

On the walls of his hut, you see some very pretty and tiny pots, one of which he had the equipment out for to decorate some more.

The letter which he never finished begins....

"My dear and esteemed friend, as a supporter of peace, I must warn you that the agressive and dangerous Red River Warlord has yet again come to trouble my village.  I understand your desire to defend yourself against his barbarities, but I only ask...."  And there it ends.

PT
Jesse
player, 177 posts
Peace through superior
firepower!
Sun 1 Jan 2006
at 01:06
  • msg #302

Re: Jesse Jumps In

Now that the chief is dealt with, I go after the mind that wanted the Thanar to take over the Bright, and intend on dealing with that one too. I sneak into his hut, but I decide to take a more bloody method of action this time. I draw the Sword of Smoke, and slip in as quietly as possible, with the intention of leaving the traitor's head on the ground as quickly as possible.

I'm sorry if my methods make you uncomfortable Zi, but these things need to be done. I wont say I'll try to keep the deaths to a minium, because people like this need to be exterminated like the vermin they are, but I will try to make the next few kills less bloody.
Playtester
GM, 1592 posts
novelist game designer
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Mon 2 Jan 2006
at 21:03
  • msg #303

Re: Jesse Jumps In

Zi pauses after you storm into the house, run the traitor through, and swack off his head.

"Well, if the Chief deserved death, then the other deserved it more, and more bloodily.  I mean the Chief was trying to do the right thing, even if he did not have a clue. Whereas this one..."

And your arm points toward the headless corpse on the ground.

"We both heard him exulting over the coming overlordship the Thanar would give him.  But what I wonder, is if the Chief deserved death. He seemed to want to do the right thing. Granted, he was an idiot, but ..."

Zi trails off.

PT
Jesse
player, 178 posts
Peace through superior
firepower!
Mon 2 Jan 2006
at 21:44
  • msg #304

Re: Jesse Jumps In

I use all of my stealth skills to approach the gate, and see if there is anyway I can open it from the inside without letting the soldiers of the Bright know whats going on. If I can I make for a high point, and attempt to send a telepathic message to Murr, letting him know what I have accomplished and that I plan of trying to open the village gates. If there are any soldiers guarding the gate on the inside, I try to take them down in a non-lethal manner, but I wont even attempt it if there are more than four of them.

Time to roll the dice and go for broke my friend.
Playtester
GM, 1603 posts
novelist game designer
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Tue 3 Jan 2006
at 03:37
  • msg #305

Re: Jesse Jumps In

You see two guys standing about twenty feet from the gate, and inside a small hut, warming their hands over a charcoal fire.  They have a view of the gate, if they bother to look that way, which they do occasionally.

You slip up onto the roof of an empty hut, and think you succeed in getting a message to Murr.

A couple minutes pass, and then you hear the blacksmith yelling like he is drunk, and walking along the wall asking where the gate is.  The guards step out, and get up to the wall well away from the gate, across from him, and tell him to shut up.  But he's not listening.

Instead he's hollering at them to talk louder because he can't hear them.

PT
Jesse
player, 179 posts
Peace through superior
firepower!
Tue 3 Jan 2006
at 03:44
  • msg #306

Re: Jesse Jumps In

With a grin, I slip up to the gate and open it. I push it open wide enough for my troops to ride in and move aside to I'm not trampled by lizards again.

That was a lot easier than I thought it would be, now we have to keep this from turning into a blood bath.
Playtester
GM, 1609 posts
novelist game designer
long-time gm
Tue 3 Jan 2006
at 04:09
  • msg #307

Re: Jesse Jumps In

Your troops thunder, boot to heel through the gate, with their swords out, and once in, Murr looks about, spots you, and says quickly.

"Orders, sir?"

You hear yells of the local villagers.  And you see one villager step out, look, and duck back inside his hut.

Tick, tock...

PT
Jesse
player, 180 posts
Peace through superior
firepower!
Tue 3 Jan 2006
at 04:16
  • msg #308

Re: Jesse Jumps In

"Put those swords away! We arent here to take over this village, we are here to save it from the Thanar. Bring me the counsil and the military leader, and find us a place to sit and talk. Make sure the smith is there too, he is gonna be a key player in the new leadership here."

I go back to the former chief's hut and pick up the letter he was writing, and search the place as quickly as I can, then head back out to where my men are. I grab the closest trooper and have him get a couple of more men to bring the bodies of the dead chief and the traitor (after telling him where they both are) to the place the counsil is meeting. I also tell him to search teh traiors hut for anything out of the ordinary.

Now comes the tricky part, we have to convince them that I just assassinated their chief for their own good.
Playtester
GM, 1611 posts
novelist game designer
long-time gm
Tue 3 Jan 2006
at 16:38
  • msg #309

Re: Jesse Jumps In

You gather up some letters that look like they might be interesting, but have no time to read them, and make your way to the Council House.

Its packed with all the villagers, plus the visitors (including a quartet of Thanar), and your troops.  Everyone is arguing very loudly with each other, but perhaps thankfully, only a few have blades.

Your troops have brought the bodies in another door than the one you came in, and one of them waves a leather sheet at you from across the crowd.  At first when the villagers see the body, they quiet a small bit, but soon howls of rage are being heard over the clamour.

PT
Jesse
player, 181 posts
Peace through superior
firepower!
Tue 3 Jan 2006
at 16:47
  • msg #310

Re: Jesse Jumps In

I order my men to disarm and bind the Thanar, then to haul them away to a room with no light or any other comforts. As I turn to face the outraged assembly I put on my Hard*** Drill Instructor persona, and get ready to shout the others down. I let them rant for a few more minutes while look over the letters I found in teh chief's hut and then put a stop to it.

"Enough! There will be silence or I will bind and gag every person in this room! I understand that you are upset, in your situation I might be too. I say might be, because there is no way I would have ever wound up in a situation where my chief was a lackey of the Thanar, so I'm not completely sure. Reguardless, that little problem has been taken care of. *I wave my hand at the body of the chief* The other one is worse than a Thanarian sympathiser, he was looking forward to their take over of the Bright, and his chance to hold dominion over the lot of you."

I take the letter I got from the chief's hut, and any of the others that might be similar and place them in the smith's hands and ask him to read them aloud, then lean against a wall and try to gauge the reaction of the others in the room.
Playtester
GM, 1617 posts
novelist game designer
long-time gm
Wed 4 Jan 2006
at 03:47
  • msg #311

Re: Jesse Jumps In

Your men start to move toward the Thanar which enrages the crowd, and the Thanar draw their swords and back up some.  Your men crowd them, but are not willing on their own initiative to start splattering the crowd with Thanar blood.  They look to you for direction.  You can see the Thanar are not going to surrender although you definitely have the military power to have them killed.

You start yelling, and the crowd yells back.  You hand off the letters to the smith, and he tries to be heard.  Finally the Ancestor Speaker by dint of battering the drum with a fist gets quiet.

"Let me ask one question to the War Leader of Red River, have you conquered us, or have you taken away our foolish leader and a traitor so that we may make our own minds up in the ways of our people?"

The Thanar leader then yells out as well.

"He has come to make you slaves. Do let us go, don't fight him, but do not help them, and in a few days, the Thanar will be here to reward you, and to give back your village to your lawfully chosen leader.  These letters, what of them, many are obvious forgeries...."

PT
OOC: Many bad dice rolls. You came close to a botch and a riot.
Jesse
player, 182 posts
Peace through superior
firepower!
Wed 4 Jan 2006
at 04:20
  • msg #312

Re: Jesse Jumps In

I look to the Ancestor Speaker and reply:

"I came to liberate you from an ineffective and foolish leader that would have doomed the Bright to slavery, the loss of the Ancestors, and the most horrible deaths you can imagine. Less than a week ago, the lizard loving Thanarian scum tried to assassinate me in the Red River Village. They had yet another traitor there and they placed another mind...a Thanar mind, in its vessel with it. The creature was hard to kill, but not impossible. I intend on killing the beings responsible for an atrocity like that. I wish I could show you all what it was like....wait a second, maybe I can!"

One by one I try to mentaly communicate the scene that occured in the Red River Village to the Ancestor Speaker, the smith and the members of the counsil.

"If you doubt this, I will be more than happy to let Shepherd observe my memories of the event and he can relay them to you through the Ancestor Speaker. But I promise this...those Thanar will not leave the Bright alive, and those that are camped two days from you will die as well. I'm not a warmonger, but there are certain things that must be punished, and the Thanar are guilty of most of them. As for the letters, examine them yourselves, you will know your former chief's hand writing better than anyone else."

I draw my pistol, click off the safety and cover the Thanarians while the counsil and Ancestor Speaker make their decision.
Playtester
GM, 1627 posts
novelist game designer
long-time gm
Wed 4 Jan 2006
at 21:15
  • msg #313

Re: Jesse Jumps In

The Ancestor Speaker is arguing in your favor, as does the smith, and in the end, the Council accedes to their wishes, but with evident unhappiness.  They really would like to kick everyone out of the village, close the gate, and wait for everyone to go away.

Your images did succeed in breaking through their delusions about the Thanar goodness, and so its with no mercy they turn the Thanar over to your justice.  The Thanar look unrepentant, and promise to burn the village down if they are not released at once.

About half the Council is for you, and the other half, probably the base of the old Chief's support, is literally trembling as they vote to go with you.

PT
Jesse
player, 183 posts
Peace through superior
firepower!
Wed 4 Jan 2006
at 21:29
  • msg #314

Re: Jesse Jumps In

I order the Thanar stripped and hug from the village gates along with the bodies of the former chief and the traitor. After they are swayed to my way of thinking, I tell them to get their troops ready, and prepare to leave the next morning. But first they need to elect a new chief...

"Even though the leadership of the Bright is none of my buisness....as long as it isnt another Thanarian supporter, I would like to put forth a candidate. The smith has shown that he is a man of honor, he can be trusted utterly and not just by the people of the Bright, the Red River forces trust him as well. He saw that the former chief was an idiot who would have lead the Bright to extinction but tried to remove him through more conventional channels. I'm a bit more abrupt, so I decided not to wait until this village was in ashes, but then again I'm an alien so I dont think the same way as the rest of you. He can bring prosperity, peace with the other tribes of this world and honor to the Bright...I cant think of a better choice for your new chief."

While they discuss their internal buisness, I read over all of the letters I found in the chief's hut, carefully search the traitor's hut for anything useful, then grab a small honor guard and ride out to the Flux. I tell my men to keep their eyes and ears open and walk into the shimmering field alone to talk to Shepherd.
Playtester
GM, 1633 posts
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Thu 5 Jan 2006
at 03:57
  • msg #315

Re: Jesse Jumps In

They accept your proposal right away, and as soon as they do, the four Thanar reacting to some signal attack, trying to kill as many as possible.

You have one of your people gravely injured, and one villager killed.  Your trooper transfers, but he is not going to be good for much for a few days at best.

The bodies of the Thanar are taken out and hung on the gate along with the other two you commanded.

You search through the huts, and the letters. You find in the letters a man out of his depth, who truly seemed to feel that if he but held to the law and tried very hard to be accomodating the Thanar and every one could live at peace.  You also find him giving his frank opinions of the political and military talents of everyone in the area, not just your village, but everyone else's as well, and pledging to do all he can to 'promote peace'. And all he got out of it was an occasional pat on the head from the Thanarians, and pledges of affection for peace.

In the hut you find a wooden box buried under the bed, and its filled with five swords, and a small leather bag, tightly sealed containing a cupful of some ground up herbs.  You also find a small circlet of gold that looks like a modest crown.

You reach the Shepherd a bit later, and he greets you.

"I think you have the advantage of surprise still, unless bad luck attends you.  You also move much faster than the enemy.  I do wish they would camp near the Flux so I could see what they do, but they are too cunning to be so easily trapped."

PT
Jesse
player, 184 posts
Peace through superior
firepower!
Thu 5 Jan 2006
at 16:11
  • msg #316

Re: Jesse Jumps In

"I would try and defend the Bright, using its walls and other assets in our favor. But I'm sure the Thanar know every way in, and with the ease I went over the wall....they wouldnt have any problem either. I guess its time to educate teh People of the Bright about stirups, I can only hope that the Thanar havent picked up that little piece of knowledge from thier spies as well."

I head back to the village and find the smith.

"Greetings Master smith....er, I mean chief. I hate to take you away from your new responsibilites but I have to have something made. Its not as complex as the armor I got from you last time, but I still think you might have to work all night to get them made."

I explain the concept of the D rings and then head off to find Murr, Tilnak and my  corprals. I set them to teaching the soldiers of the Bright to making the leather pieces of the stirupps.
Playtester
GM, 1648 posts
novelist game designer
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Fri 6 Jan 2006
at 04:14
  • msg #317

Re: Jesse Jumps In

There are forty lizards in the village of Bright.  You have your troops, and some spare lizards.

You got about sixty people who are willing to join your army in Bright.

OOC: Can you give me a sum up of what you think your army should be by this time?

PT
Jesse
player, 186 posts
Peace through superior
firepower!
Fri 6 Jan 2006
at 04:29
  • msg #318

Re: Jesse Jumps In

OOC: The 50 from the Red River village, I think all are mounted troops, and the 60 from the Bright, 40 of which will be mounted. I would think that there would be other volenteers from Red River, but if you want to keep it at 90 mounted troops and 20 infantry, thats good with me too. How many spare lizards do my troops have? Enough to make it a full 110 mounted?
Playtester
GM, 1657 posts
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Fri 6 Jan 2006
at 21:50
  • msg #319

Re: Jesse Jumps In

OOC: 100 mounted. And you get twenty more stragglers from Red River, so that makes for forty infantry.  Your fifty are modestly trained, and the extra fifty are still dragoons--although you're working on that.

Weapons and armor?

IC: The smithy is going full time, with the smith using his powers as chief to conscript ten People to help him.  He tells you that Tilnak showed him something called 'the assembly line', and he's doing something like it, but in bucket brigade fashion.

This quickly gets you your D rings, and then he starts making more armor in the same fashion.  This slows him down, but he's going far faster, and late into the night with no regulations barring him from hammering after dinner and making noise, and with the cooks bringing the food to his helpers instead of them going home to make food.

An ambassador from the Green Tree village, and a merchant from the Orange Stone Hill village want to meet with you.  The amb. wants to go ask his village to help you, but he would need an escort since his village is nearer to the Thanar.  The merchant is behind the village, and not so likely to need, but he says if you are willing to pay a premium for the risk, he can hustle back and bring as many javelins as his people can spare.

PT
Jesse
player, 187 posts
Peace through superior
firepower!
Fri 6 Jan 2006
at 22:29
  • msg #320

Re: Jesse Jumps In

OOC: I would think that leather armor and javelins would be in abundance, but thats up to you. Plus what ever the chief is turning out, the ones we have taken off of the Thanar and the traitors, and whatever the people had to start with as far as armor and swords.

Talking to the two visitors, Murr and Tilnak I lay out the information I need before I can really make and concrete plans.

"What I really need is an accurate estimate of the Thanarian numbers. How many of them are there, and how well equiped are they?"

Turning to the ambassador I say:

"I would love to send an escort with you to your village....but we are only a couple of days from our first battle, and we need everyone we have here. If this first battle goes well, I can almost assure you that you will get that escort."

To the merchant I say:

"Javelins would be nice, but we will probaly have to wait until after the battle. If your price is right, I may direct a portion of the spoils of war to purchasing quite a lot of them fro you....if the price is right. Although I would think that wiping out the Thanar and making it safe for you to continue your buisness without their interferance would earn us a considerable discount."


Zi, is the Green Tree Village the main exporter of lumber? If it is, I definantly want to send some time talking with this man. By the way, who would be the best person to talk to about finding out what that bag of herbs I found in the traitor's hut is?
Playtester
GM, 1663 posts
novelist game designer
long-time gm
Sat 7 Jan 2006
at 04:23
  • msg #321

Re: Jesse Jumps In

OOC: Yes most everyone has steel swords and leather armor. A few have bronze swords, but that is getting rapidly corrected as new better steel swords are being built, and the older steel swords lose value.

IC:

"War Leader, shall I send a scout group?" Murr asks.
----------------------------------------------------
The ambassador replies to you.  "Honored War Leader, I understand, but think on this, I may be able to get you help from my village.  There are warriors in my village who are greatly concerned with the threat of the Thanar, and they would be happy I believe to come help you.  But right now, they practise in quiet, and take care of the their fields for they know not the enemy is here."

The merchants shrugs. "I am no master of soldiers, but I'd say you're thinking of holding this village, and making the Thanar come in to get you. Sieges take time. You need lots of javelins because you throw them away at the enemy.  You might think that, but I think that my venturing into a war zone without armed guards requires a premium.  Now, if you want to wait after the war until you get resupplied, then yes, that would be cheaper."

*The Green Tree Village does have some lumber.  Most lumber comes from farther away. I don't know this village, but I would suppose the healer.*

PT
Jesse
player, 188 posts
Peace through superior
firepower!
Sat 7 Jan 2006
at 04:37
  • msg #322

Re: Jesse Jumps In

I nod to Murr and tell him to send as many as he thinks necessary, but stress to the ones sent that stealth is important. We need that information more than we need a skirmish right now.

To the ambassador:

"I would gladly welcome your warriors in this fight, but the Thanar could be on us as soon as tomorrow. How far is your village from here? If its close enough for you and a small escort to go there and return before the battle I have no problem with sending them, if not...we must wait for the scouts to return with intelligence about the Thanar battle host."

To the merchant:

"I had planned on taking the battle to the enemy, choosing the best ground for an attack, and exploiting every natural resource I can. If you can get me a decent sized shipment of javelins within 24 hours, I'll buy them, if not....we will have to wait on the scouts to make a decision."

I pass Tilnak the bag of herbs and ask him to go to the Bright's healer and try to have them identified.
Playtester
GM, 1671 posts
novelist game designer
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Mon 9 Jan 2006
at 16:12
  • msg #323

Re: Jesse Jumps In

The scouts go out to check on the Thanar who were last seen two days from Bright Village.

The ambassador tells you that it is a long day's ride away.

The merchant shrugs in exasperation.  "That I cannot do, War Leader. My village is two and a half days away by cart.  But thank you for your time. I shall go, and perhaps come back with supplies hoping to sell them. I wish you the best, and feel free to call on me in my village."

Tilnak comes back with the healer who explains that these are potent sedatives, usually cooked into a tea, but that this is far more than the healer would ever need in even two years of use.

PT
Jesse
player, 189 posts
Peace through superior
firepower!
Mon 9 Jan 2006
at 21:48
  • msg #324

Re: Jesse Jumps In

While the scouts are out, I spend time with the warriors of the Bright showing them the advantages of stirupps and the best ways to make use of them in battle. I take a tour of the village walls and make an inspection of them, looking for ways to strengthen them in case we have to defend here instead of riding out to the Thanar.

I assemble a group of riders to escort the ambassador to his village if the Thanar are going to give us a little more time to prepare and gathter more allies, and I ask the ambassador to keep himself ready to ride at a moments notice if that turns out to be the case.

I make several inspections of my troops, checking weapons, riding harnesses and their mounts. I want everything to be in perfect order when I get the intel from the scouts, but I'm not overly aggresive enough to make my own men nervous. With each inspection I give each man a word or two of encouragement, a pat on the shoulder or some other gesture to let them know that I have confidence in them.


I hate the lull before a battle! It makes you think of all the things you havent accomplished yet, and all the things that can go wrong. Its much easier when you are commited and in the heat of the moment when there isnt time for doubt or second thoughts....I dont think I'll ever make fun of officers again.
Playtester
GM, 1684 posts
novelist game designer
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Tue 10 Jan 2006
at 03:15
  • msg #325

Re: Jesse Jumps In

Two of your three scouts come back in the early dawn the next morning. One is injured, a broken arm. They come in, and with something close to panic in their eyes, they tell you the Thanar are coming.

"We saw them late last night. They had moved, and we were surprised, looking about for a place to bed down for the night, and then a Thanar through a spear and gutted our companion.  He was a wood-gatherer we could tell, small scraps and moss bundles.  And then we realized the low murmur we heard could not be water, but the Thanar.

We killed him, but he roused the camp. We got close enough to see at least two banners with the number of a hundred above them crested above a hill, like the Ridthan were said to use in the Dark Years, and then we had to flee for our very lives as a group of soldiers came after us.

We fled through the night, leaving our lizards behind.  War Leader, I fear we could be facing many hundreds, even five or seven hundreds.  They will be here tonight, I think."

Zi- agrees with that assessment as to the time of travel.
*By evening, you will see the Thanar camped against your walls unless you do something.*

PT
Jesse
player, 190 posts
Peace through superior
firepower!
Wed 11 Jan 2006
at 05:30
  • msg #326

Re: Jesse Jumps In

I gather Tilnak, Murr, my corprals and the chief and let them know what I have decided.

"Oh well, I had hoped the numbers would be a bit more even but since they arent I guess we use slash and run tactics. Lets try and lead them toward the Flux if we can. Shepherd made the comment that he really wanted to see the battle, and that much energy might just freak them out a little."

I order everyone mounted and armed with as many javelins as they can carry. I stress the fact that by using the stirupps, we have a much greater range than the Thanar. I outline a plan of hit and run attacks that will lead the enemy right up to the Flux...maybe Shepherd might be able to lend a hand in some way.
Playtester
GM, 1708 posts
novelist game designer
long-time gm
Wed 11 Jan 2006
at 15:29
  • msg #327

Re: Jesse Jumps In

Your troop mounts up, and the infantry (40) asks what they are supposed to do.

Your group rides out, fearful, but cool-headed, and sets down the track toward the last sight of the enemy.

About four hours later, your forward scouts come back, and say they have seen the enemy over the next two small hills.

He's riding in three columns.  A total of a hundred per each column.  They have a few scouts out, but the scouts ride in sight of the columns.

PT
OOC: Either your initial scouts got a little panicky, or there are more columns around here.  One of the joys of war...having to make decisions on insufficient information.
This message was last edited by the GM at 15:30, Wed 11 Jan 2006.
Jesse
player, 191 posts
Peace through superior
firepower!
Thu 12 Jan 2006
at 17:59
  • msg #328

Re: Jesse Jumps In

I set half of the infantry to guard the Bright and send the other half with the ambassador as an escort. I apoligize for not being able to mount them up, but if we are goning to keep the Thanar occupied for long enough for renforcments to arrive we will need all the mounted troops.

Later when I get word about the columns, I decide to try and make their formation work against them. I break my forces into three parts and have Murr take twenty men and circle around to the enemies rear, I leave Tilnak with twenty more to attack the front of the column and I take the remaining sixty to a point about half way through the formation. I explain to Murr and Tilnak that they arent expected to destroy many of the enemy, instead they are to cause confusion and chaos. I want them to both ride up, throw their javelins and ride out. Murr first, they when the column starts to turn to face him, Tilnak is to attack. When they are tripping over their own feet my group will attack the center then ride out. We will meet up a couple of miles behind them and work the next column the same way if they are stupid enough to keep the same formation.(OOC: This is for the attack on the first column I see, or if they are in a row of three groups, I take the one furthest to my right)

Well Zi, I guess we are about to find out if I make a good tactician or not...
Playtester
GM, 1727 posts
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Fri 13 Jan 2006
at 04:45
  • msg #329

Re: Jesse Jumps In

Tilnak and Murr press their attacks well, and then reteat as ordered.  Your troops charge the right most of the three columns, and soon you are fully engaged.  At this point it would be difficult if you disengae, and ride on.

The other two colms are moving into attack frmadon.

PT
Jesse
player, 192 posts
Peace through superior
firepower!
Fri 13 Jan 2006
at 05:07
  • msg #330

Re: Jesse Jumps In

OOC: I was thinking more along the lines of ranged attacks all the way around, not really fully engaging the enemy just yet. I had more of a delaying action in mind than an all out battle. Riding just into our javelin range (which should be greater than that of the Thanar due to the stirrups), throwing and getting out. Total hit and run tactics.
Playtester
GM, 1732 posts
novelist game designer
long-time gm
Fri 13 Jan 2006
at 15:14
  • msg #331

Re: Jesse Jumps In

OOC: Gotcha. And maybe that I'm awake, I can write better too.

IC:

Your lizard cavalry circles about, and the three columns come to a halt.  Each begins to face about, and Murr's group swoops in, and unleashes a flight of fifteen javelins (not everyone was ready, and one guy fell off his lizard as he tried to do it).

The javelins catch the Thanar by surprise and seven drop.  Not all are killed, but seven are dragged back into the middle of the now doubled lines.

Tilnak's group swoops in, and eighteen javelins are unleased, but only four go down as the Thanar have a slightly better idea of what to expect, and are now ready.

Your group then comes in from the other side, length wise, and unleashes a huge flight of spears.  You're not sure how many, and you know at least one of your people got trampled as you pass his dead body, but you'd guess between twenty and thirty of the Thanar were hit.  Probably closer to twenty.

You roll back, and you have fifty-five riders.  Four are lizard-less, and one of these has a nasty bite on his leg, and a broken arm after a neighbour lizard bit him and slung him from his saddle.  You have a total of one dead in your group of sixty.

PT
Jesse
player, 193 posts
Peace through superior
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Fri 13 Jan 2006
at 19:18
  • msg #332

Re: Jesse Jumps In

Cursing I call for a retreat. I tell Murr to pick the best twenty men we have and shadow the Thanar, attacking them with crossbows when they drop their guard. As the rest start to gather I assign people to tend to the wounded and gather myself for a speach.

"I tried to be an officer, and it seems that it wont work, so now I go back to being a sargent. You people are pathetic, I've seen children who are more dangerous than you are! You cant ride, throw or retreat like soldiers. If there were any Thanarian fatalities in this attack, it was because they laughed themselves to death. You weaklings stay here and lick your wounds, I'm going to go kill some Thanar!"

I mount up anddouble check my rifle and ammo. I intend on sniping any officers I can spot from a distance, and moving away after taking each shot. Then moving to another position and shooting agian.
Playtester
GM, 1745 posts
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Sat 14 Jan 2006
at 19:01
  • msg #333

Re: Jesse Jumps In

Your group retreats to the top of a nearby hill, and Murr and Tilnak join you.  They seem happy.

"We killed at least ten of theirs and wounded or killed another twenty, and only lost one of ours.  We could actually win."  Murr says.  He seems surprised.

Snarling you give Murr the order for crossbows, and he sets out to handle it.

You leave the remaining 79 on the hilltop, and go find a good spot to snipe from.

As you are doing this, the enemy commander is also moving.  He sends one column, the one you hit, off on your right to flank, and the left most column to flank, and the middle column to charge straight up the hill.

You find a position about fifty feet to the left of your troops, and aim over teh top of a boulder at who you assume is Vilnik.  Its a hard shot as the lizards are kicking up dust, and he's standing next to a lizard, and men are running to and fro near him, and he's always in a small group.

So you breathe out...

And pulp his head.

PT
Jesse
player, 194 posts
Peace through superior
firepower!
Sat 14 Jan 2006
at 19:26
  • msg #334

Re: Jesse Jumps In

I ride back to the gathered people and  tell them to mount up and ride out. I want them to try and lead the Thanar towards the Flux. I pull Tilnak aside and let him know about the kill I just made and that I intend on taking down as many more as I can. I bellow to everyone that while Murr is on his delaying action Tilnak is in charge and his orders are to be followed as if they were my own. Then I ride out, circle around to another position and look for another officer to take out.
Playtester
GM, 1751 posts
novelist game designer
long-time gm
Mon 16 Jan 2006
at 15:59
  • msg #335

Re: Jesse Jumps In

You see that your yelling at them had positive and negative effects.  On the one hand, now they understand what you want.  You've raised their conception of what is possible, and there is a new crispness to their movements as they realize that you expect excellence, and that every little rule you had been telling them on the practise field has a point.  On the other hand, a couple of the more sensitive sort, are trembling slightly which is People body language for "I'm nearly ready to crawl up in a ball".

You're reminded again that you're dealing with aliens.  Calmer, more rational, but also less durable emotionally than humans.  And for a long second, you find yourself staring out at the field, friends, enemies, everyone just subsided into a vast general category of Alien.

You ride out, and see Tilnak gather your group up like it was on the parade ground, and head out.  Murr takes a position up on the hill, and his bowmen began sniping.  But the column advancing on foot up the hill raises their large shields, and quickens their advance.

You can see that Murr is going to be relatively quickly surrounded by the other two columns. Ruefully you note that the Thanar are veteran warriors, probably the best dragoons on the planet.

You snipe at the officer driving the middle column forward, and miss him, hitting the man next to him.  The next shot takes the officer down, and the march falters a bit, but it continues.

PT
Jesse
player, 195 posts
Peace through superior
firepower!
Fri 20 Jan 2006
at 16:12
  • msg #336

Re: Jesse Jumps In

I concentrate on Murr first and send him a telepathic message ordering him to retreat and gurad Tilnak's flank, then another to Tilnak letting him know what Murr is up to. I then concentrate my fire on the groups approaching Murrs troopers and send him one more message.

Murr, I want you to use a couple of grenades with the longest fuses possible. Dont throw them, just drop them and keep moving. Dont do anything to draw any attention to them. Hopefully the Thanar wont even notice them until they are killing them.
Playtester
GM, 1798 posts
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long-time gm
Fri 20 Jan 2006
at 17:12
  • msg #337

Re: Jesse Jumps In

You're struggling with getting through to Tilnak so you switch to Murr and get his message to him, and then go back to Tilnak...

You smell strawberries and cream, and hear with intolerable clarity the tramp of feet, and Zi is yelling in your head to ...

"Stop! Stop!"  But you can't, its a tidal wave you've unleashed.  Perhaps if the dozens of minds you first touch weren't so revolting you might have been able to hold yourself back, but then again, probably not...

You can feel part of your brain shouting stop, but it seems to have no force.

Instead venom seems to boil out of you.  Madness holds sway, and you see a ripple spread out from you, dying plants, and then the ripple reaches the rightmost column, and you're cheered a bit as ten of the Thanar just crumble to dust, and others stagger backwards, blood running down their faces, but you know its not over.  You sense the wave reach Murr's troops and slaughter among them.

Happily, they are a little further away.  Four crumble to pieces, and others fall back in agony.

And then the wave recedes back onto you.  It strives to tear, to rip, to rend your body to pieces, but unlike the People, you're far more durable.  Still, you drop to your knees, blood gushing out of you, the world spinning....

PT
OOC: A "100" on the psi check, and a 9,7,8 for the GE Roll for how bad it was.  That was the psi death field explosion, btw.
Jesse
player, 196 posts
Peace through superior
firepower!
Fri 20 Jan 2006
at 17:36
  • msg #338

Re: Jesse Jumps In

Trying to keep my senses, I do my best to survey the situation. Are the Thanar retreating? Have I killed anymore of my own men? I try to make it back on my lizard and attempt to ride to TIlank's line, keeping an eye on whats left of Murr's men.
Playtester
GM, 1810 posts
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Fri 20 Jan 2006
at 21:17
  • msg #339

Re: Jesse Jumps In

You stagger over to your lizard, which is a pile of dust.  The horizon seems to be tilting to the right and then to the left.

The column you decimated of the Thanar is in retreat.  Your group under Murr is in full, panicked rout with Murr at the back, yelling and chasing them.  There's at least two more of your people's bodies on the ground.

Tilnak and the other two columns were out of range.  You suddenly realize you're sitting down.

pt
Jesse
player, 197 posts
Peace through superior
firepower!
Fri 20 Jan 2006
at 23:12
  • msg #340

Re: Jesse Jumps In

I steady myself for a moment, then decide to try and turn that terrible backfire into an advantage. I sight in on the nearest Thanar officer I see and send another telepathic message to him.

That was only a small taste of what I can do Thanarian. Unless your troops throw down their weapons and surrender immeaditly, I'll destroy the rest of you.

If they dont do as I say, I intend on shooting him in the head.
Playtester
GM, 1818 posts
novelist game designer
long-time gm
Mon 23 Jan 2006
at 17:27
  • msg #341

Re: Jesse Jumps In

He looks up abruptly, and then at you.  And you can see him making a decision.

Even without reading his mind, you can see him thinking that you look wounded.  Your gun is coming up, and he's telling his men to charge you, and boom! you hit him in the chest.

His men look, and you can see you have about thirty seconds before they start coming directly at you in a full-tilt charge.

 And I do believe I've mentioned earlier that the People are better runners than Humans...especially wounded Humans.  However, you may be able to break their charge, or hide.

*Jesse, I see your problem. I can give you your strength back.  But it will not be burning the candle at both ends, it will be more like tossing the candle into the fire.*  The voice of the Shepherd resounds in your head.  *Tell me, is this battle worth your life, or should you retreat and try again later.*

PT
Jesse
player, 198 posts
Peace through superior
firepower!
Mon 23 Jan 2006
at 18:07
  • msg #342

Re: Jesse Jumps In

I shoulder my rifle and grab two grenades, holding off until they are within my throwing range. As soon as they are, I light and throw both of them into their lines, and turn and run for my own lines as quickly as I can. I try to send a quick message to Tilnak to send a volley or two of crossbow bolts over my head, and into the Thanar to give them something to think about while I run like a scalded dog. I take up my pain mantra, and just run, not looking back.

Lets hold off a bit on that candle burning Shepherd. The only battle I'm willing to throw everything away on is the battle in which we kill the last Thanarian. When that is done, I will have served my purpose. Hopefully some of my ideas for this world will remain, and I would really like to see Taylor Forrest started, but if I can wipe those things out, it will be worth my life.
Playtester
GM, 1826 posts
novelist game designer
long-time gm
Tue 24 Jan 2006
at 04:22
  • msg #343

Re: Jesse Jumps In

They come up in pretty good formation, which shows their quality, but also helps with the grenades.

You throw, and three of the forward rank unleash javelins at you.

One clips you as you sidestep its brother which would have gotten you.  Another flies wildly off to the side, and a quirt descends on the shoulders of the poor shot.

It lays open your left arm from wrist to elbow.

And then your grenade's land, and 'pause' sputtering fuse, and ...

BOOM!!

The front two ranks of the troops disappear, and body chunks are everywhere.  You've just killed ten of the Thanar, of course, there's about seventy behind them, and so you run.

You send your message.

And Tilnak responds by yelling "Rescue the War Leader! Boots and Saddles!  Lancer's Charge!"

A line of lizard borne People thunder toward you, lances held high, and for a moment, you're impressed before you realize Tilnak just disobeyed a direct order.

PT
Jesse
player, 199 posts
Peace through superior
firepower!
Tue 24 Jan 2006
at 16:33
  • msg #344

Re: Jesse Jumps In

Cursing, I keep running. I decide that if Tilnak's charge is sucessful, I wont tear into them too much, besides, I still have to worry about Murr and his men. I glance around for a sheltered place to take a few more shots at the Thanar and maybe throw another grenade while my men are rushing in.

Tilnak, I said to launch a volley of crossbow bolts, not to launch a full scale charge. I just need them distracted for long enough to get back to our lines.


OOC: What time of day is it anyway? How long have we delayed them?
Playtester
GM, 1835 posts
novelist game designer
long-time gm
Tue 24 Jan 2006
at 16:46
  • msg #345

Re: Jesse Jumps In

They charge around you, and one fellow slows, and brings over a new lizard for you, and helps you up on it.

The charge thunders away from the two of you.  And then it slams into the waiting Thanar.  Its clear even before contact is made that its going to be devastating.  The Thanar, some of them were on the edge of emotional collapse anyways, and they seem to be ready to fight dragoons, but the lizard-back riders keep coming, and coming, without stopping, what insanity is this...

And then your troop of near eighty surges into the Thanar of near seventy, and the line bows before them, and then snaps.  Tilnak takes his cavalry through, although it would have been better to divide them, and send them off to curl around on the split elements, but he's not gotten that far in his tactic training.

You see dozens of Thanar laying on the ground, and perhaps ten empty saddles among your lot.  The Thanar in that column are broken into two clumps.  The one on the right seems bereft of leadership, and its twenty are showing signs of imminent rout.  The one on the left is on a slight rise, and its fifteen are forming a line to face Tilnak.

You also see scattered about your troops and Thanarians, in about equal number.  Five Thanarians, and three un-lizarded of yours.

PT
Jesse
player, 200 posts
Peace through superior
firepower!
Wed 25 Jan 2006
at 19:00
  • msg #346

Re: Jesse Jumps In

I mount up and fire off a quick mesage to Tilnak, ordering him to take his men and converge on the twenty to the right. If he can break them and ride them into the ground, we will be better off in the long run.  I ready a couple of grenades and make a charge of my own, throwing them at the troops to the left, trying to break up that bit of orginization.
Playtester
GM, 1851 posts
novelist game designer
long-time gm
Thu 26 Jan 2006
at 05:05
  • msg #347

Re: Jesse Jumps In

You get off one grenade, and then Tilnak's troops hammer home.  The defenders break around the point you softened with your grenade, and after that its more of a massacre than a fight.

No survivors.

You see that two of your guys are dead at the hands of the wandering loose elements, and the rest are quitting the field.  Individually a Thanarian warrior can outmatch one of yours if both are on the ground, in fact, maybe two of yours, but the new tactics of mounted javelin throwing, grenades and lizard charges have proven victorious.

There is still one more column out there, on the other side of the hill, and out of sight, and Murr's troops were last seen in a full blown rout.

PT
Jesse
player, 201 posts
Peace through superior
firepower!
Thu 26 Jan 2006
at 05:34
  • msg #348

Re: Jesse Jumps In

I have Tilnak send out a couple of scouts to find Murr's riders and bring them back to the Bright, then order the troops I have with me to gather all the lizards, armor weapons and anything else we might find useful and return to the village. There are some, such as myself in need of medical attention and I want that taken care of first. Since there is only one remaining Thanar coloumn, I think we can handle them from teh walls of the Bright.

If I can see Murr, I send him a message ordering him back, if not, I trust the scouts and head back myself.
Playtester
GM, 1857 posts
novelist game designer
long-time gm
Thu 26 Jan 2006
at 05:53
  • msg #349

Re: Jesse Jumps In

You make it back to your village, and after a while it becomes apparent that the Thanar have left.  There is great rejoicing in the city, but the Ancestor Speaker speaks to you in private.

"I do not think this is all the fight. I think they come back again with more troopers next time."

PT
Jesse
player, 202 posts
Peace through superior
firepower!
Thu 26 Jan 2006
at 05:59
  • msg #350

Re: Jesse Jumps In

" I dont think they will return Ancestor Speaker, I know they will. But if it gives us time to gather more troops and train a bit more, I'll take whatever time I can get. I'd love another year to recruit and train, but somehow I doubt I'm gonna get that long. Either way, we killed over twice our number, and didnt suffer all that many losses. Some, sure. But on the whole, we sent them packing with their tails between their legs."

I order a double guard mounted on all four points of the village and see to my troops before I seek medical attention. After my wounds are cleaned and stitched, I speak to the blacksmith/chief about a pair of armguards and spiked gauntlets for myself. My hands and arms have been taking a beating lately, and I think its time I did something to protect them. I also keep an eye out for Murr and his people, wanting to keep our numbers as high as I can until the ambassador returns with the troops he promised.


OOC: What all did we get from the Thanar? Should be good considering how many of them we killed.
Playtester
GM, 1858 posts
novelist game designer
long-time gm
Fri 27 Jan 2006
at 03:56
  • msg #351

Re: Jesse Jumps In

Murr comes back with his people late at night.  He and his troopers form up in front of your hut.  Then he walks in.

"We ran, War Leader. We are not ferocious like you, but still we broke our oath."

He hangs his head in shame.

===============================================================================

After damage from grenades, and from the clash of weapons, and your psi blast...you have seventy full armors, a hundred large shields (the Thanar use larger shields than the Red and Bright do), ninety swords, and three hundred javelins, and fifty lizards. You also have other things that would go with this like backpacks, and such.

PT
Jesse
player, 203 posts
Peace through superior
firepower!
Fri 27 Jan 2006
at 05:18
  • msg #352

Re: Jesse Jumps In

"Sword Brother, with that freak mind blast only a fool would not have run. You and your men are many things, but fools are not among them. No one could have seen that comming, it almost broke my courage, and I've been a warrior for over twenty years. There is no shame in your actions, just the oppisite as a matter of fact. You didnt know that the same thing wouldnt happen again, and you got your men to saftey. All in all it was a good battle, we killed over twice our number, captured a lot of equipment that we can turn agiant the Thanar, and we all learned lessons. If you feel the need to atone, tomorrow morning, take your men and go escort the ambasador from the Green Village back here to us. Take extra mounts with you so they can ride back and make better time. There will be much training to do once you return, so make it a swift journey."

Well Zi, what did you think of our first battle...aside from the mind blast?
Playtester
GM, 1867 posts
novelist game designer
long-time gm
Fri 27 Jan 2006
at 15:39
  • msg #353

Re: Jesse Jumps In

"Terrifying, but very effective.  I do believe that you could destroy the Thanar."  Zi says.

Murr and his men take the ambassador with them on the trip.

Later that day, two other groups ask for entrance.  It turns out that some of the other villages nearby had sent spies to watch the battle, and they are favorably impressed.

One is willing to promise troops, if you can provide armor and swords, since they are very poor.  In fact, he's carrying a bronze sword.

The other thinks his people would agree, but that you would have to personally travel around four days to speak to his people.

PT
Jesse
player, 204 posts
Peace through superior
firepower!
Fri 27 Jan 2006
at 16:20
  • msg #354

Re: Jesse Jumps In

To the people that are willing to join if we can supply them with weapons and equipment I say:

"You are welcome as friends and allies. We have seized many weapons and much armor from the defeated Thanar, and with your help we can totally defeat them. Gather your people and what arms, armor and lizards you have available and return here to beguin the training. The way I fight is a bit diffrent than what you are used to, so we should get started as soon as possible."

To the group that wants me to talk to their counsil I say:

"I will be honored to make the journey to your village and speak with your leaders. But before I am free to go, I must see to my wounded and welcome the people already on their way. I'll talk to the chief and see if we can find comfortable quarters for you until we are able to leave, then we can set about putting together an army that will crush the Thanar entirely."
Playtester
GM, 1873 posts
novelist game designer
long-time gm
Sat 28 Jan 2006
at 18:23
  • msg #355

Re: Jesse Jumps In

The chief aka the blacksmith thinks and then decides to give them the former chief's hut which impresses these folk mightily as its a very nice hut.

Over the next couple days, you tend to your wounded, and get things back in order.

The merchant you had talked to comes back with eighty javelins, and two cart loads of timber on the fourth day as you are about to set out.  He also has with him a mercenary captain who wants to talk to you.

"I have a catapult team that if provided equipment can build you catapults.  We also have one small catapult of our own.  I naturally dislike the Thanar because one large empire cuts into my business, and because they are scum.  However..."  He holds out a contract...

PT
Jesse
player, 205 posts
Peace through superior
firepower!
Mon 30 Jan 2006
at 06:02
  • msg #356

Re: Jesse Jumps In

I take the contract and hand it to Tilnak. I explain that Tilnak is also an ambassador and will advise me on matters such as this.

"If we had the material available, I would have already built catapults, and other things. How would you feel about service for new designs that will make your force much more effective? War machines that have greater range and accuracy than a small catapult."
Playtester
GM, 1884 posts
novelist game designer
long-time gm
Mon 30 Jan 2006
at 15:45
  • msg #357

Re: Jesse Jumps In

Tilnak takes the contract, and marks out several points for further negotiation.  The mercenary captain nods in resigned approval.

"It is better to deal with someone who knows what they are doing."

And then he turns back to you.

"I would be interested, to be sure.  From my understanding a punitive force was headed your way, and while your group appears somewhat injured and battleworn, they also seem happy, which leads me to think they won.  Which from what I know of the Thanar is an impressive feat.  I would have to evaluate the new weapons before deciding whether or not to use them, of course, and my men are under my direct command, no one else's.  I don't want my artisan soldiers getting tired or going on patrol.  They are highly trained, and very hard to replace."

PT
Jesse
player, 206 posts
Peace through superior
firepower!
Mon 30 Jan 2006
at 16:25
  • msg #358

Re: Jesse Jumps In

"Thats true Captain. They sent about three hundred after us and we killed about two hundred of them and sent the rest running home with their tails between their legs. Its not what I would call a brilliant victory, but its one I will gladly take. I understand and fully support the decision that specialists arent to be used for partol or guard duty, that would be like asking a highly trained and skilled smith to dig latrine ditches. If Tilnak can work out an agreement that benifits the both of us, I'll be glad to have you and your men aboard. Since you build catapults, do you have contacts in the villages that supply lumber? If so we can work on some of those improvements I mentioned earlier."

I wait for a response from the merc and start wondering about Murr and the force he escorted to the Green Village, they should be arriving soon, and I'm curious as to how the mission went.
Playtester
GM, 1892 posts
novelist game designer
long-time gm
Tue 31 Jan 2006
at 02:44
  • msg #359

Re: Jesse Jumps In

The merc gives you a half-bow.

"I think we have an agreement in principle, War Leader. I will iron out the fine details with your ambassador. And yes, I do have good contacts with several villages, and less good ones with several more."

The two of them leave to go confer, and you keep hard at work, solving disputes, assigning workers to various problems, and training your men.  The next day, as you inspect three new huts, you hear gallopping, and look out.

A host of lizard born folk is gallopping up to the front gate with a banner with a green tree on a white field, and you can see Murr next to them.  Behind them, are a number of carts with lumber.

Later that day, a less organized group trickles in.  The warriors who are poor.  Their leader has a steel sword, but everyone else has bronze swords, and hardly any of them have shields.  Its the largest group so far, and you realize they just picked everyone, and left.

PT
Jesse
player, 207 posts
Peace through superior
firepower!
Tue 31 Jan 2006
at 16:51
  • msg #360

Re: Jesse Jumps In

I grin a little when I see the new recruits comming in, I'm pleased to see that the troops from the Green Village are already seasoned riders, and that the whole of the second village has commited themselves. I signal to Murr and have him get started showing the warriors from the Green how to make stirrups and basic instruction on thier use, I have Higgs take the troops from the poor village in hand and supply them with weapons and what armor we have for them, then get them settled as well as he can. I have two of my other corprals take their squads and ride out on hunting parties to try and feed all the extra troops that come in and finally I have the merc commander and the leaders of all of the tribe that have joined us meet me in my quarters.

Well Zi, this is starting to turn out nicely. If I can have a couple of weeks to train these people I think we can go on the offensive instead of waiting for the Thanar to come to us. If I get those weeks, I think we should see about freeing your village and any we encounter along the way. What do you think?
Playtester
GM, 1908 posts
novelist game designer
long-time gm
Wed 1 Feb 2006
at 05:22
  • msg #361

Re: Jesse Jumps In

Zi is enthused about the possibility of going and invading the Dig Valley which he came from.  It would, in his opinion, be a strangling attack that would choke the lifesblood from the Thanar, and give you the benefit of the large resources there.

OOC: Lets shift this to a weekly rate of time.  Tell me what you plan to do in the next week.  From talking to your commanders, btw, you find out that they think you will have at least three weeks, although they doubt more than two months.  And having a year is simply impossible.

PT
Jesse
player, 208 posts
Peace through superior
firepower!
Fri 3 Feb 2006
at 05:00
  • msg #362

Re: Jesse Jumps In

Over the next week I send out riders to all local villages looking for more recruits, set up a series of war games matching the soldiers that have fought using my tactics againt those that havent, then having the seasoned ones explain the how and why light calvary is superior to dragoons. I spend a good deal of time getting to know the leaders of all of the factions that have joined us so we work well in combat together, I assign a corpral and a squad to each group and have them show the troops why getting oof of your lizard and throwing javelins is a bad idea when facing a mounted force. Tilnak, Murr and I spend a great deal of time making more black powder and I have the discarded weapons from the Poor Village melted down and cast forged into caltrops and other items that can be packed into barrels of black powder, soaked in pitch, set alight and fired from the catapults.

On a personal note, I spend a couple of hours a day working on my telekinesis and telepathy. I know both skills will come in handy in combat, but all of my practice sessions are held in the Flux with Shepherd watching over them.
This message was last edited by the player at 05:49, Fri 03 Feb 2006.
Playtester
GM, 1959 posts
novelist game designer
long-time gm
Fri 3 Feb 2006
at 15:51
  • msg #363

Re: Jesse Jumps In

You get two more villages to send support. One sends fifty men, and the other sends only ten, but they bring nearly a hundred lizards.   The other nearby villages seem to be trying to sit this out if possible, although one quite bluntly replies that they would be happy to join if an "undead monster" was not in charge.

That covers the nearest villages.

Merchants are starting to flow into the village, about every day, another cart comes in with someone selling something.

Food is beginning to be a problem although Red River Village has sent several gatherings of food down to you.

One of the black powder bombs blows up, killing a packer.  This provokes a Council meeting, and a shouting match between the various factions which ends up pointing out that teh packer had been sampling one of the new merchant's goods...aka, he was drunk at the time.

PT
Jesse
player, 209 posts
Peace through superior
firepower!
Fri 3 Feb 2006
at 18:38
  • msg #364

Re: Jesse Jumps In

After recieving the comment about an "undead moster" leading our forces, I'm tempted to send a punitive force to educate the villagers, but I decide that they arent traitorous, just stupid and uninformed. After the explosion I set a strict rule about drinking on duty, the punishment is 20 lashes in front of the entire army. I know its harsh, but we cant afford to lose men or explosives in such a stupid and careless manner. Since food is becoming a problem I decide that its time to head out and forage along the way. I know that feeding an army is a huge chore, so I gather the best hunters and send them out ahead. That should provide not only a source of food, but also a scouting force. Its time we went after Zi's people, but I fully intend on stopping at every village along the way and making a recruiting effort. Also at the stops, I want to try and purchase food and other supplies to keep my troops going.

 At each village I send Tilnak to talk with the chief and counsil. He is a diplomat, and is  much better at dealing with the People than I am, so I let him do his job. I do however send an honor guard with him at each village, just ot make sure that any Thanar spies or sympathisers cant get to him.
Playtester
GM, 1972 posts
novelist game designer
long-time gm
Sat 4 Feb 2006
at 05:33
  • msg #365

Re: Jesse Jumps In

The first day out is a disasterous mess, with the whole army not getting more than five miles from Bright village before noon, and then rain slowing things down to a halt.

But you proceed onward.  Picking up supplies, and adding new troopers to your army as you go.

You get to talk to the village that wanted to see you before they committed, and they do commit, adding seventy armed and mounted troopers.

A week after you have left, and you arrive outside a small village, barely forty in the village.  Tilnak rushes outside after a short conversation.

"They have almost no food.  It seems the Thanar use them as a training village, and occasionally send inexperienced soldiers to raid them.  They also warn us that a day up the road is a village conquered by the Thanar, and then beyond that is the village of High Gate which controls the best entrance to the Dig Valley.  And it is solidly Thanarian."
Jesse
player, 210 posts
Peace through superior
firepower!
Sun 5 Feb 2006
at 20:48
  • msg #366

Re: Jesse Jumps In

I order whatever food and medical supplies we can spare to be sent to the village that the Thanar have been ravaging, and have our healers go in to give medical aid to any who need it. I then order the group to ride at full alert. I intend on crushing the next village totally, and not taking any prisioners. I explain to Tilnak, Murr, Higgs, Zi and the other leaders that we have to attain a reputation of being overly harsh and brutal with any that support our enemies.

 After (and if) we roll over that village I want to pound High Gate with catapults loaded with the black powder and schrapnel bombs that we have been making. We need to make a swift and terrorizing attack on them, leaving nothing but a charred and smoking ruin, then set up a temporary command base there. I'll want the best intelligence I can get on the Dig Valley so I want to use riders form the closer villages to do our scouting...under the command of the corprals that have been with me the longest. Its time to show the Thanar what total war really means...
Playtester
GM, 1987 posts
novelist game designer
long-time gm
Mon 6 Feb 2006
at 17:48
  • msg #367

Re: Jesse Jumps In

The first village is pathetically grateful. You have to extricate yourself from several People who insist on kissing your hands, and one fellow, who seems not totally balanced who wants to kiss your feet.

Your men ride on further with the cheers of the village honing their pride and the horror stories of that village lighting their anger.

You come up to the first village, and its wooden gates are shut, and its wooden palisade wall is manned by troops.

Still, it looks like perhaps fourty Thanar, and another fourty villagers.

The Thanar show signs that they would like to send someone out to talk to you.

PT
Jesse
player, 211 posts
Peace through superior
firepower!
Sun 12 Feb 2006
at 18:01
  • msg #368

Re: Jesse Jumps In

"We will not parley with these walking piles of garbage. Ready the catapults!"

I dont even want to give them the chance to surrender, just a full out massacre. I want the catapults firing as fast as they can be loaded, and have the rest of the troops surround the fortress to prevent any Thanarians from escaping. Its time to show them that treating people like they have isnt without consequences.

"Lets give this scum a taste of their own medicine, this battle is for those poor people in the last village!"
Playtester
GM, 2062 posts
novelist game designer
long-time gm
Mon 13 Feb 2006
at 16:45
  • msg #369

Re: Jesse Jumps In

The catapults launch, with first explosives to jar the enemy, and then stones.  Stones in large chunks, and in nets.  One for bombardment, and the other is anti-personal.

After a few minutes, there's a desperate sally.  But its beaten back by javelin tosses, and then it becomes a steady pound-pound.

A catapult is broken, but the other 'pult continues while the merc's race to fix the first.  A more serious breakout begins there, and twenty enemy die in their spot near a breach in the walls.

And then an hour after you have begun, the village looks more like an abandoned junkyard, with nothing moving.

PT
Jesse
player, 213 posts
Peace through superior
firepower!
Mon 27 Feb 2006
at 08:20
  • msg #370

Re: Jesse Jumps In

I order my men to search the ruins for anything usefull, and then to take up defencive positions around the fort. I want all of my resources at thier fulest before we go charging into the valley, so I give my people 24 hours to ready themselves.

"It's time for war my friends, we cant afford to be polite or even decent to the enemy. We have to destroy them totally, and leave nothing behind except scortched earth and bodies for the crows. This is the war that will define us as a group and we must win it."

I order all night patrols and round the clock repairs until everything is in order to invade the Dig Valley, then drop down to 2 hour watches split up between the whole force so everyone can get a bit of rest before the fight.


OOC: Sorry I havent been around much lately, RL has been a monster.
Playtester
GM, 2233 posts
novelist game designer
long-time gm
Mon 27 Feb 2006
at 19:49
  • msg #371

Re: Jesse Jumps In

The guard posts are set up, and what little you can retrieve from the burnt village (a fire inside the village got out of control and spread) is used, or stored.

Repairs are made that day, and the next, and the day after that, you leave at dawn.

You're aware that spies have seen what happened to the village, since your guards have seen a few lizard-back riders come over a hill, stare in horror, and then spin around.

So, the enemy is probably aware you are coming, and soon.

PT

OOC: It happens man.  No worries.  I don't insist on a daily post or something.  You could disappear for two months, and then come back, and start up.  I generally appreciate a note saying you'll be gone, and all, but...RL does take precedent over Online Gaming.
Jesse
player, 214 posts
Peace through superior
firepower!
Mon 13 Mar 2006
at 18:04
  • msg #372

Re: Jesse Jumps In

I curse long and loud when I recieve reports of spies. I really wanted to take the enemy by surprise as much as possible, but since that seems to be out of the question I decide its time to move out. I gather my corprals and all other war counsil memebers to my tent for a final briefing before an all out invasion.

"Alright...its time to free the Dig valley and all its people. There have been enough spies looking in on us to ensure the enemy knows our numbers, but they might not realize our capibilities and resolve. I want all of our troops to get as much rest as possible tonight and be ready to leave at first light. I also want our scouts sent out at least two hours ahead of the main force to spot and report any enemy activity. I want each of the commanders to remind thier troops of all the Thanarian atrocities that have been commited and keep reminding them. I want the men ready for blood when we encounter the next group."

That night I spend a good amount of time taking care of my own equipment and mount. I dont get much sleep due to the excitment and last minute details of the upcomming invasion, but I'm used to operating on little or no sleep in combat situations.
Playtester
GM, 2483 posts
novelist game designer
long-time gm
Mon 13 Mar 2006
at 20:17
  • msg #373

Re: Jesse Jumps In

The men are enthused the next morning, and a bit worried.  This lends them speed, as they get everything ready and wrapped up in record time.

They are becoming better and better soldiers.

A day of march, with some watchful eyes upon it, and then nightfall.

Its another half day until you reach the enemy city.

PT
Jesse
player, 215 posts
Peace through superior
firepower!
Mon 13 Mar 2006
at 22:38
  • msg #374

Re: Jesse Jumps In

When we arrive at the enemy city I order troops stationed to cover all entrances and exits. I mounted force and catapult crew at each possible point of escape or attack. Before I start an attack I ask my "visitor" if there is any civilian population of Dig Villiagers that might be harmed in the city.
Playtester
GM, 2487 posts
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Tue 14 Mar 2006
at 03:03
  • msg #375

Re: Jesse Jumps In

They shake their head at your question.

This village is full of loyalists.

Its good strategy, but you don't get a chance to use it.

You come around a bend in the road, and look uphill to the pass between two hills of rock where the walled city sits like a spider to drain blood from passing innocents.

Below it, the army of the enemy is drawn up.  About two hundred, in two equal groups.

The valley is flat, but narrow with hills on both sides making climbing difficult.  The slant of the land is at a twenty degree angle upward.  This gives them the advantage.

A trumpet sounds, and the men shudder.

"No quarter given." And then it sounds again, sounding insane, vengeful, and mocking. "No peace or mercy for the dead will be granted."

PT
Jesse
player, 216 posts
Peace through superior
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Mon 10 Apr 2006
at 16:07
  • msg #376

Re: Jesse Jumps In

As I assess the situation, I order my people to fall back around the bend in the road and spread caltrops behind them. With any luck this should slow the Thanarian advance to a creeping crawl. I have the catapults pull back even further so they are at a range to be effective agaisnt the enemy and I have Tilnak take a group of 30 to defend them. I bring most of the remaining group almost back to the catapults and divide my forces into two groups, Murr commanding the other.

If the enemy rounds the corner like I think they will....limping because of barbs stuck in thier mounts feet...I want Murr to advance, attack and withdraw, then I will do the same with my people until we teach them some caution. I make a few plans for the next stage of my attack but issue no further orders because I dont want the situation going into total and complete FUBAR because of an unpredictable enemy.
Playtester
GM, 2694 posts
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Mon 10 Apr 2006
at 16:15
  • msg #377

Re: Jesse Jumps In

You get the situation set up, and other than a few scouts, you see no one that whole morning.

PT
Jesse
player, 217 posts
Peace through superior
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Mon 10 Apr 2006
at 19:04
  • msg #378

Re: Jesse Jumps In

Guessing that they need a little motivation to make thier move, I load up my rifle and make a solo trip to the bend in the road. If I can I will snipe off any leaders that I can identify and if not, I 'll just take pot shots at thier soldiers. If they attack, I'll try to quickly fall back to my former position and set the earlier plan in motion.
Playtester
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Tue 11 Apr 2006
at 02:31
  • msg #379

Re: Jesse Jumps In

You slip up there, and take a shot.  One officer type is now dead.  You see the officer's flock behind their men who don't seem real happy about this.

And then a stabbing pain in your left bicep.  A scout has leapt down from some rocks overlooking you, and pierced you with his dagger.

PT
Jesse
player, 220 posts
Peace through superior
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Tue 11 Apr 2006
at 03:33
  • msg #380

Re: Jesse Jumps In

I quickly let go of my rifle, roll onto my back and punch my attacker as hard as I can in the groin, then I draw the Sword of Shadows. If I can, I quickly follow up with a stab to any vital area that is open to me. I fire off a quick telepathic message to Murr, asking him to send a trooper to come haul my fat out of the fire, but making sure he holds his position and relay that Higgs is in command of the soldiers that I had formerly lead.

I thought your people didnt attack from above? I would have watched for that if I had been aware that they were adopting my tactics...guess I'm starting to get old.
This message was last edited by the player at 03:39, Tue 11 Apr 2006.
Playtester
GM, 2707 posts
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Tue 11 Apr 2006
at 14:11
  • msg #381

Re: Jesse Jumps In

"We see your magic powers, monster undead thing, and plan, and the Ridthan always victorious."

You roll over, and he lays open your right cheekbone with a slash, and blood spatters in your eye.  You draw the sword, and this throws him off balance as he goes for another strike, so that he flops onto your chest.

A quick stab through the chest, and you know he's done for.  And he tries to stab into your shoulder, but the pain is too much, and he's dead.

You send a message to Murr.  Who replies that its already done.  They saw the attack.

Two troopers come up, and help you up.  They then assist you back to the lines.

No other scout launches an attack or javelin at you during the hike back so your luck is holding.

PT
Jesse
player, 221 posts
Peace through superior
firepower!
Tue 11 Apr 2006
at 15:49
  • msg #382

Re: Jesse Jumps In

As I make it to my feet, I curse long and loudly. I'm picking up more scars in this war than I did in my entire career in the marines. They wanna try and use my own tactics against me? Fine! I'll continue to show them new ones until every last Thanarian is dead.

While I'm waiting for my left shoulder and cheek to be stitched closed I sit and fume. I decide that its time to quit being cute and call for an all out attack. I order a couple of troopers to police up all the caltrops we dropped and then for the army to ready itself for an all out attack on the enemy. Hit 'em hard, hit 'em fast and dont stop until every last one of them is dead. I know its not the smartest battle plan, but now I'm angry and ready for a good old fashioned gutter brawl. As soon as the stitching is done, I order tha attack to start.
Playtester
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Wed 12 Apr 2006
at 01:48
  • msg #383

Re: Jesse Jumps In

You slam into them, lances down, they keep expecting your force to dismount, until you don't.

The two columns are forced back, separate from each other, and pushed up against the walls of the valley, and the walls of the village.

After your lance pierces two, it breaks, and you bring out your sword, and start slicing.

Your lizard is starting to slip in the blood and gore of the dead Thanar, and the enemy are packed up against each other, trying to flee.  The ones near the hillsides, are tossing down javelin, and shields, and scrambling up the hillsides in a panicked rout.

PT
Jesse
player, 222 posts
Peace through superior
firepower!
Wed 12 Apr 2006
at 02:23
  • msg #384

Re: Jesse Jumps In

I loudly order my men to keep at it, not stopping while there is a live Thanarian warrior in sight. In the back of my mind I realize that I'm slipping over the edge a little, resorting to murder and not true battle, but as I attack I keep thinking of all the things these murderous scum have done and it sets my blood to boiling.

I swing my sword until I cant raise my arm anymore or there are no more enemy to kill. I shout orderes to my men to do the same until my voice gives out. I will not except anything less than a total massacre today....
Playtester
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Thu 13 Apr 2006
at 02:39
  • msg #385

Re: Jesse Jumps In

Very few of them escape.  And even though the gates are closed, you can see the guard atop the gate is literally trembling with fear.

The damage on your side is twenty dead, and another twenty are crouched in balls, in a state of emotional shock.

You are covered up to your shoulders in blood.

Everyone is kind of looking at you with the mix of fear/awe.  You can tell your army is fragile at the moment.

PT
Jesse
player, 223 posts
Peace through superior
firepower!
Thu 13 Apr 2006
at 02:58
  • msg #386

Re: Jesse Jumps In

I gather myself as quickly as I can and order the men back from the walls. I send a runner to Tilnak and the mercs with an order to bring them into range of the city walls. Once the troops are back out of harms way with Murr tending to them and the catapults ready to start hammering the fortress, I walk up close enough to the walls to be heard.

"Listen up scum!" I yell at the Thanar "I'm going to give you one chance and one chance only. You can throw down your weapons, leave the fort and I will kill you quickly and cleanly myself.... or you can huddle inside the fort and we will tear our way into it, drag you out kicking and screaming, and butcher you in a manner that makes the battle we just fought look like a pillow fight at a slumber party. You have until dawn to decide!"

After I finish, I walk back to the catapults and adress the Merc captain.

"Give them one volley of explosives just so they know that I'm serious, then have your men stand down until just before dawn. If they dont come out, I want that gate reduced to rubble and a sizeable hole in the walls around it brought down."

I check my men to make sure that they are recovering and send some of the more stable ones to take weapons, armor and valuables off of the enemy dead. Its distasteful, but I have to pay the catapult crews somehow.I intentionally dont wash the blood from my armor, but I make sure the Sword of Shadows is as clean as I can get it and in full sight of anyone looking out from the walls of the fortress.
Playtester
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Fri 14 Apr 2006
at 02:18
  • msg #387

Re: Jesse Jumps In

The camp is getting set up, and the armor cleaned, and the volley goes as planned.

Murr comes by, and tells you that most of the troops shocked will be fine in the morning, but he thinks two of them are going to have to be sent back for a couple weeks.

Later that night, Tilnak wakes you.  You smell smoke.  The enemy village is burning brightly in multiple spots.

PT
Jesse
player, 224 posts
Peace through superior
firepower!
Tue 18 Apr 2006
at 20:38
  • msg #388

Re: Jesse Jumps In

"Well," I think to myself "it looks like its time for a little recon."

I have Tilnak and Murr prepare for the invasion of the village at dawn, then make my way to the walls. I try to find a spot that will allow me through or a suitable place to climb over. Once inside the village (assuming I make it in), I need to take a look around and if I encounter any solo Thanarians or groups of two or three, I attempt to take them out as quietly as possible. Let thier leaders wonder how I got in and started killing people...

If nothing else, a blood covered dwarf(by thier standards), sneaking around by fire light, killing people should build my reputation for ruthlessness and maybe even launch a few horror stories for the Thanar to tell around thier camp fires. I've never been a big fan of psycogological warfare, but I'll take any advantage I can get at this point.
Playtester
GM, 2770 posts
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Sun 23 Apr 2006
at 14:23
  • msg #389

Re: Jesse Jumps In

You slip over the walls.  No one is around to spot you, although you do scrape your hand on a jagged bit of wood.

Once on the other side, you slip into the first hut. No one.

The next hut, still no one.

Then you come to a hut that is burning well.  And the fire has spread to two nearby huts.

The light and heat makes you uncomfortable, so you slip onward, always expecting to find someone, but nobody comes diving out of a shadow at you.

And then you come to the center square.

Its carpetted with bodies.  Some look like they resisted, but many look like they willingly fell on their swords.  It looks like the empty vessels were poisoned first, and the People fell on their swords.

The air is thick with smoke, and heavy with heat and the smell of blood and excrement.

PT
Jesse
player, 225 posts
Peace through superior
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Mon 24 Apr 2006
at 23:55
  • msg #390

Re: Jesse Jumps In

As I take in the scene before me I start to tremble. I make my way to the corner of a building and am violently sick, puking up things I didnt even know I ate. My head starts spinning and my bowels threaten to release if I dont leave this place at once.

Its one thing to kill a man in the heat of battle, or to snuff his life through a sniper scope, but this is just horrific.....and I'm the one to blame. If I hadnt made those stupid threats, if I had controled my blood lust, if I had allowed surrender these people as misguided and evil as they are would have had the chance at an honorable death instead of this self inflicted slaughter house.

I make my way to the gates and open them, then back to my command post. I summon Tilnak, Murr and the other leaders of the war host to my tent and make an announcement.

"They are dead. They are all dead by thier own hands....even the empty vessels, although they were poisioned." I look from face to face and slump to a seat. "I want to win this war and defeat the Thanar, but not like this. Its time for all of you to decide if you still want me as your War Leader, and if you do there have to be a few changes made. I am a soldier and have been for most of my life, but I was  never the commander of an army. I have no doubt that I can win this war for you, but the cost if I am left unchecked might be more than its worth.

"If you want me to continue as your War Leader and not turn into a War Lord, there must be someone to hold me in check when the blood lust raises in me. I would suggest Tilnak or Murr, but I'll let you make that decision for yourselves. The one thing I know for certain is that I dont like myself very much at the moment and I need some time to clear my head."

I walk out of the tent and find an isolated place to watch the moon for a while and try to get the images of the dead out of my mind.
Playtester
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Tue 25 Apr 2006
at 01:42
  • msg #391

Re: Jesse Jumps In

Its a long time until your command team comes.

Tilnak speaks first.

"I could not say you were wrong to have done what you have done.  I have become convinced that these Thanar are the Ridthan reborn somehow, which should be impossible.  Seeing as the Ridthan were so evil that they were taken into the wilderness a thousand years ago, and slaughtered far from any chance of reaching the Flux.  WE, that is the older ones of us, did this deed, in cold blood, and in fear.  Perhaps we were wrong, I don't know.  I'm not sure what else I would have done had I been in my elder's place.  I'm not sure what I would do differently now in this hard place.  Perhaps I would have offered truce to them on the battlefield, but then it was them who trumpeted 'no mercy'.  I know if we want to win, we will have to do hard things, but yet, I wonder...and yet I wonder yet again.  Do we read this village right, as an indictment of our cruelty, for we have surely been cruel, or do we see it as the Ridthan who refuse to bow their neck no matter the situation?"

He bends down, and picks up a stone, and throws it violently into the darkness away from camp.

"My friend, I don't know what to say.  I feel lost.  Perhaps we offer mercy, but then what if they betray that mercy?  Do we then redouble our harshness on the next, or stay the course?  And if we don't offer mercy, how are we to live with ourselves?"

The group moans in quiet distress.

PT
Jesse
player, 226 posts
Peace through superior
firepower!
Tue 25 Apr 2006
at 02:28
  • msg #392

Re: Jesse Jumps In

"I fear we must keep our present course of action as disturbing as it is. The scout that attacked me while I was sniping thier officers confessed he was Ridthan...whatever that is... so we cant show them any mercy if they are just going to come back at us."

I walk around and stare into all three eyes of the assembled People then confront Tilnak.

"I will continue to lead if you will have me, but I want a promise from you and Murr. Once this is all over, once I have the chance to plan and lay out some changes and improvements that will help all of the People everywhere, I want you and Murr to ride out with me one day. And on that day I want the two of you to make sure I dont become a threat to the friends I care for. Unlike the Thanar or Ridthan or whatever you want to call them, I will bow my head for a quick stroke of a blade. We are fighting this war to save the People from one menace, and I'm afraid I will become just as bad. So in return for leading you to victory, I want your word as my friend and Murr's word as my sword brother that you wont hesitate to strike me down when the time comes."

I stare into Tilnak's eyes and await his answer.
Playtester
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Tue 25 Apr 2006
at 03:01
  • msg #393

Re: Jesse Jumps In

There is great protest, and tumult, and one of the commanders curls up in a ball unable to bear the emotions any further.

Then Tilnak raps out a command, backed up by Murr slamming his sword blade against a rock, and quiet reigns.  He stares at you, says nothing.

"My friend, there is no need, truly, if there was, I-I don't, I suppose I could...but.."

And then you find yourself speaking, but not yourself.

"If it becomes necessary, I will do the deed."  'Your' voice rings out with superhuman clarity and power.  "There is no place on this planet that I cannot reach my servant, and stop his heart."

All of a sudden, you feel a shudder run through your frame.  Its terrible agony, and then it fades, but by this time, you're on your knees.  Your heart is beating again.  And vomit is rising, sour and bitter up in your throat.

And in your mind you hear a cold, inhumanly stern voice.

"I am the Shepherd of the People.  I still need you, but I will not let you become what you fear.  Do not doubt me, your life is in my hand to end as I will."

PT
Jesse
player, 227 posts
Peace through superior
firepower!
Tue 25 Apr 2006
at 23:35
  • msg #394

Re: Jesse Jumps In

So much for you not being able to hear me outside of the Flux, and not being able to monitor things either. I think to Shepherd, I thought your taking an active hand was a big no no among the other Arch-types in the Flux? Or was that just another deception?

As my body returns to normal, the sick feeling is replaced by one of anger and betrayal. You really screwed the pooch this time Shepherd... First you lie to me, then you allow things to happen that never should have. You have also made another mistake...we might be allies against the Thanar, but I'm no ones servant! I stopped taking other people's orders the day I left the Marine Corp, and I dont intend to start here and now.

Once I start mentally yelling at him, things just kind of snowball. Did you ever think of what your little display might have done to Zi? Or do you even care? Are you just as bad as those Ridthan that you hate and fear so much? Am I defeating one tyrant just to empower another? If thats the case, take back that Shepherd's Crook and leave me be. When I end my days it will be as a warrior, not as a pawn, and you can take that to the bank!

Ignoring Shepherd for a minute, I search my mind for Zi's presence. Are you ok Zi? If Shepherd's little display of power has harmed you while you are under my protection, I'll have to see what I can do about him after I'm done with the Thanar....
Playtester
GM, 2808 posts
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Wed 26 Apr 2006
at 01:51
  • msg #395

Re: Jesse Jumps In

"YOU!!!" Roars in your head.  There's a pause.  "When you took the Shepherd's Crook, you gave me more power over you, both physically and legally."

But the cold fury in its voice changes when you inquire of Zi, who while shocked and shaken seems to be well, or well enough.

"I will be okay, although I do not feel good now.  I feel..." And you can feel Zi looking through your mind for a concept that matches.  "Bruised and battered."

There's a long pause.

"My apologies, Zi.  But it would be well if you were to find another home at your earliest opportunity.  I will not allow this human to be a threat to my people.  And he mistakes my mercy, and protection for slavery."

And then there's an absence as the Shepherd's presence is gone.

The command team is staring at you.

And you know what they are not seeing.

PT
Jesse
player, 228 posts
Peace through superior
firepower!
Wed 26 Apr 2006
at 02:08
  • msg #396

Re: Jesse Jumps In

"Alright, its plain to all that Shepherd and I have had a break. Now its time for you all to decide weather you wish to do the same. If you dont I'll continue to lead the army and defeat the Thanar, if you do I'll just fight them alone. I'm going to scout the road ahead since sleep is out of the question, give me your answer in the morning when the column catches up with me."

I nod to everyone gathered and make my way to the picketed lizards, pick a amount and ride out.

Shepherd is right about one thing Zi, we need to get you into a new host as soon as its safe. I have to put myself in the line of fire, but you dont. Besides, *chuckles*  I bet you'd like to scratch your own nose for a change.
Playtester
GM, 2820 posts
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Thu 27 Apr 2006
at 01:50
  • msg #397

Re: Jesse Jumps In

After a bit, you realize you're being followed.  A quartet of troopers from your army is trailing behind you as you circle the burning village.

And then once through the pass, you can look down into Dig Valley.  You see where it got its name, and why the Thanar are so desperate to keep it.

Its long, stretching to the horizon, and a couple miles wide, and every square foot seems in cultivation with outsized versions of plants, or grasses, and the lizards you can see in the village just a mile ahead look...

You get closer.

Well fed.  And the walls look to be about fifteen feet tall, and made of stone.  Which is kind of strange since the High Gate village guarding this treasure house was made of wood.

And beyond that village, you see another one two miles off.  And beyond that...

After the barren, rocky landscape of the last months, its pleasant to be in very productive farm and pastureland.

PT
Jesse
player, 229 posts
Peace through superior
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Thu 27 Apr 2006
at 02:03
  • msg #398

Re: Jesse Jumps In

I can see why the Thanar want to keep this valley  under thier control, it could supply the food needed by an army all by itself. That alone is enough reason to take it from them, but its more important to help get these people out from under the Thanarian thumb for thier own well being.

OK Zi, its time for you to do your part. I need to know what villages are which, who leads in them, why the stone walls, and about how many Thanar are located here and how they are spread out. Give me all this information and I can probally find a way to chase them out or kill them off.

I dismount and take out my binoculars and look over each place Zi tells me about, commiting the details to memory.
Playtester
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Fri 28 Apr 2006
at 03:52
  • msg #399

Re: Jesse Jumps In

Jesse:
I can see why the Thanar want to keep this valley  under thier control, it could supply the food needed by an army all by itself. That alone is enough reason to take it from them, but its more important to help get these people out from under the Thanarian thumb for thier own well being.

OK Zi, its time for you to do your part. I need to know what villages are which, who leads in them, why the stone walls, and about how many Thanar are located here and how they are spread out. Give me all this information and I can probally find a way to chase them out or kill them off.

I dismount and take out my binoculars and look over each place Zi tells me about, commiting the details to memory.


*There are many, many villages, I do not know them all.  But this village is run by Vi-nak-tumm'.  I've met him twice.  He's a bold man for a Dig Valley fellow.  The ancient Dig Valley was its own polity, a strange thing, a nation, and the villages closest to the passes, five of them nearest each pass got money from others to build stone walls to ward off any bandit attacks.  Of course, they are rich they can afford stone walls whereas your people are much poorer, no offense.  Last I heard, the Thanar did not station troops in the Dig Valley villages.  They come and go, leave orders, and leave themselves back to their forts.  If any village disobey in the slightest, five of its people get stretched to death.  Very few disobey.*

Its a small village, about half stone houses, square ones, and the other half, huts like you are used too.  It does have an air of prosperity to it.

PT
Jesse
player, 230 posts
Peace through superior
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Fri 3 Nov 2006
at 01:53
  • msg #400

Re: Jesse Jumps In

OoC: I'm baaaaaack. See OoC thread (if there still is one) for an explination.

I wander back to the troops and wait to see if I am still in command or not. If so, I order Tilnak to organize the People he thinks would best be diplomats and send them to all of the villiages of the Dig Valley with an offer of alliance that will allow us all to throw out the Thanar. If I'm not in command anymore, I guess I gather my things, find a new host for Zi, and make my way toward unknown lands.
Playtester
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Fri 3 Nov 2006
at 03:06
  • msg #401

Re: Jesse Jumps In

Once you get back, the council of officers informs you of their decision.  Your powers of warlord will be taken away from you if the council agrees at any time in a vote, and if you need to be slain they will so order it.  However, they would greatly prefer to pension you off with say a small, and very peaceful village in the Dig Valley far from trouble so that you can sit and enjoy many years as a village chieftain in quiet and harmony.  However, if you insist, they will have you executed once the war is over.

PT
Jesse
player, 233 posts
Peace through superior
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Sat 4 Nov 2006
at 00:44
  • msg #402

Re: Jesse Jumps In

Summery execution? Pensioned out and set up as a chief? I dont think so! I think to myself. "I just wanted to know if I was still in charge of the army. If I am, the counsil cant go #$%& itself until the war is over! If not, I'll take my leave just as soon as I set Zi up in a new host. But if I heard correctly, I am still in charge, so get those dilpomats jumping on the double! I dont want to waste anymore time than we absolutely have to, and I'd like to personaly gut the last Ridthan or Thanarian, or whatever they want to call themselves."

I make my way to Murr and have him send a squad of troopers with each diplomat, just in case they run into any enemy presence, then I wander to where the empty vessels are kept and ask Zi to pick out his favorite, so we can get him transfered into a body of his own.
Playtester
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Sat 4 Nov 2006
at 03:46
  • msg #403

Re: Jesse Jumps In

Zi picks out a favorite and the diplomats with their honor guard set out.

Murr then comes to you, and says..."My friend, but you said, Tilnak and I were to take you out into the wilderness and chop your head off when this was over.  I thought it very strange, but then you are Human, and I did not want to do it, but I figured you knew what was best for yourself.  Perhaps we thought, Humans cocoon, and change into some sort of monstrous reaver.  If we have offended, we are sorry."

PT
Jesse
player, 234 posts
Peace through superior
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Sun 5 Nov 2006
at 03:57
  • msg #404

Re: Jesse Jumps In

"Yeah Murr, I asked that of two friends and comrades, not a commity." I say to him; "I'll admit I was more than a little shaken by that mass sucide, and if things like that keep happening, the three of us might still have to take that ride. Sometime humans do change, but not in cocoons. Its more of a mental and spiritual change that turns some of us into reavers. Some men grow to enjoy the killing and thats truely monstrous. War isnt pretty, but sometimes good men have to become killers to protect thier families and nations. We might not like it, but we do it because its the right thing to do."

I stare off into the distance and gather my thoughts a little, wanting to express something that I have felt for a very long time, but never sumed up into words.

"I've been a warrior most of my life, and have killed men in almost everyway imaginable, but I have never enjoyed it. I've felt justified in it, and I was glad that some of the men that I killed in war were dead, but I never took any joy in the actual killing. I was always able to feel relief in the fact that when I killed, I was following orders. But this situation is diffrent. I almost single handedly started this war and I'm the one giving the orders to kill now. I know that we are fighting and killing in a war that must be fought, but in the last battle, I found myself almost enjoying the killing. If I ever start to take pleasure in the death of others....thats when the three of us will ride out and only two will return."
Playtester
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Mon 6 Nov 2006
at 21:55
  • msg #405

Re: Jesse Jumps In

"Ah, well we sought the strength of the community.  It is hard for us to bear such a horror alone.  But I am sorry for not asking you first."

Murr kicks at the ground a bit.

"I think I understand.  Sometimes when we transfer from one body to the next, things don't quite work right, and the mind is damaged.  Sometimes the only thing one can do is to voluntarily walk into the Flux, and hope to reemerge later, healed.'

And then he reaches out to put his hand on your shoulder, and to turn you to look into his eyes.

"You did not start this war.  The Ridthan started it.  You merely gave us a chance to survive."

PT
Jesse
player, 235 posts
Peace through superior
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Mon 6 Nov 2006
at 23:35
  • msg #406

Re: Jesse Jumps In

"And survive we will my friend. More than that, we will emerge victorious!" I tell him, but then its back to buisness. "While the diplomats are out doing their jobs, I want you and Higgs to form up four squads to recon the valley. If there is a living Thanarian here, I want to know about it."

After Murr gets about his tasks I search out Tilnak and ask him to assist Zi and I in transfering his mind into the vessel he has chosen.

Ready to scratch your own nose yet bud? *chuckles*
Playtester
GM, 3738 posts
novelist game designer
long-time gm
Thu 9 Nov 2006
at 02:19
  • msg #407

Re: Jesse Jumps In

The recon patrols start out at this end of the valley.  This valley is huge, and he says he will ask them to go as far as they can in half a day, and then come back.

You come up to the empty vessel, and you and the vessel sit in an isolated hut, and try to get in tune with each other.  Its not as ideal a situation as the last time you did this, especially since things are a bit rough.

And then the transfer starts.  You feel yourself losing Zi, and space opening up in your head.  And then Zi opens his eyes across from you.

"Ugh. I'm here. All here.  But I'm going to need time off to fully re-integrate.  Do I have your permission to go to one of the villages held by our forces, and wait?"

You can tell he is a bit wobbly.

PT
Jesse
player, 236 posts
Peace through superior
firepower!
Thu 9 Nov 2006
at 02:25
  • msg #408

Re: Jesse Jumps In

"Of course Zi. If your capable of riding, take any lizard that isnt taken, if not I'll have Tilnak send you in a supply cart. I'm going to send a squad of troopers with you for protection as well."

Since all I can really do is sit and wait, I decide to try practicing my telekinesis. I work with small stones at first, then if I'm able I move up to larger ones. I concentrate on control, trying to make them dance in the air in front of me.
Playtester
GM, 3744 posts
novelist game designer
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Fri 10 Nov 2006
at 13:11
  • msg #409

Re: Jesse Jumps In

Zi smiles a bit ruefully, and takes the supply cart.

You begin to practise with making small stones dance.  Which works really well, and then later you move on to fist-size stones which you're not quite as deft with as the smaller stones.

One of the offices comes in, blinks at the sight of the flying stones, and then announces in a formal and carrying voice.

"Vi-nak-zat-thum, the leader of the closest village, awaits outside to discuss matters with you under the Truce of Moss."

PT
Jesse
player, 237 posts
Peace through superior
firepower!
Sat 11 Nov 2006
at 00:30
  • msg #410

Re: Jesse Jumps In

"Truce of moss, huh? Ok that works for me. Gather food and some milk beer and bring them to my tent."

I get up and head outside, still making the small stones dance in the air around me. I think I need to make a powerful impression on the first chief I meet, but nothing as mind shattering and that battle were I vaporized friend and foe alike, so small stones suit my purpose. As I emerge from the tent, I try to make as flambouant of a show with the stones as possible, then let them settle into my out streched hand, one by one.

"Greetings Vi-nak-zat-thum. I am Warleader Jesse Taylor of the United Clans. I am pleased to see that you have come to speak of the issue of the Thaniarians...or as they tend to call themselves when they think they are about to kill me, The Ridthan. Please, join me in my tent where refreshments will arrive shortly."

I step away from the tent flap, and hold it open for him to enter.
This message was last edited by the player at 07:28, Sat 11 Nov 2006.
Playtester
GM, 3757 posts
novelist game designer
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Mon 13 Nov 2006
at 15:00
  • msg #411

Re: Jesse Jumps In

He stares at you in utter shock.

And then he does a hurried bow.

Once he enters, he waits until you sit, and then he sits down across from you while refreshments are brought.

"It is a time of wondrous things, War Leader.  I had known the Ridthan were back, and that portends great evil.  And then I heard rumors of an undead magician, a monster leading the clans to destroy the Dig Valley as the Ridthan told us, although I was doubtful, being of the mind that if the Ridthan told me the sun rose in the East, that I would double-check it to be sure."

He pauses.

"Your emmissaries promise fair treatment to all who open their gates to you, and that no slaves will be taken.  They also point out that the Ridthan suicided rather than face your wrath.  I have some influence with my brethren since I hold the outermost of the border forts of this end of the Dig Valley.  Tell me what you would, and I will listen most carefully so that I and my council, and the councils of many others may deal in wisdom."

PT
Jesse
player, 238 posts
Peace through superior
firepower!
Tue 14 Nov 2006
at 00:16
  • msg #412

Re: Jesse Jumps In

"Those people just love calling me an undead moster. *small chuckle* But I assure you that I am neither undead, nor a monster. As far as the mass sucide, it is true, but I honestly would have prefered a battle. The Ridthan may be scum and deserve to be wiped from the face of this planet, but even they deserve a warriors death."

I offer him food and drink, and make sure I partake first so he knows there is no poison in either.

"Fair treatment of all the Dig Valley villages, that much is true, but I also offer the chance to join us in the fight. A very good friend of mine named Zi-Lat-Im-'surrmmmm, who is of the Dig Valley and he can probally tell your people more about me than anyone but Ambassador Tilnak. There will not, and never will be any slaves taken..not while I'm War Leader anyway. I think its a barbaric practice and I wont tolerate it in my command. My main goal is to completely wipe out the Ridthan, then to bring about a few changes that will make life easier for everyone. But those changes will have to wait until after the war is over. Why dont you tell me how the Ridthan came to occupy the Dig Valley?"
Playtester
GM, 3764 posts
novelist game designer
long-time gm
Tue 14 Nov 2006
at 04:03
  • msg #413

Re: Jesse Jumps In

"We were at peace, and then came a group, a great group of merchants.  They made the truce of moss, and we accepted them in,  and in the night each group of merchants in nearly thirty cities opened the gates to their warriors."

He bows his head.

"We did not expect such treachery.  Nor had we seen as large as an army as they had.  They could gather up an army larger than we could, and they could move faster.  Nor I fear are we the sort to fight to the very last, especially when the enemy showed us such utter brutality."

He goes on for a while with the expected deliberate tortures to get villages to surrender as the Ridthan expanded their rather large foothold to total dominance.

"In the end, we sent for help from outside, but none believed us.  And so we submitted."

PT
Jesse
player, 239 posts
Peace through superior
firepower!
Tue 14 Nov 2006
at 04:21
  • msg #414

Re: Jesse Jumps In

"WellI believe you, and lucky enough...I just happen to have an army at my back. *grins* Any and all Dig Valley People are welcome to join with us, and will recieve training, and what armor we have taken off the enemy. This will give your people a measure of revenge and justice. Nice isnt it, when the two go hand in hand? Those that wish to contribute, but not actually fight can donate supplies to aid the war effort. But none of these things are mandatory. If you wish to join us, or lend what aid you can, I am grateful for it. If not, you will be left in peace. Things would be diffrent if I had thought you aided them willingly, but I know in my gut that this isnt the case. So fight along side us, or stay here and try to get your lives back to normal, but you can rest assured that the Ridthan will pay for their crimes."

I place a hand on his shoulder and look into his eyes trying my best to assure that I am sincere.
Playtester
GM, 3769 posts
novelist game designer
long-time gm
Tue 14 Nov 2006
at 04:29
  • msg #415

Re: Jesse Jumps In

He stares at you in utter shock for a long minute.

And then he urgently asks you to come with him.

He takes you and about two dozen of your troopers to the village, and commands the gates be opened.  Once there, he gives a speech about a wonderful liberator and true humanitarian and dreadful conqueror who will spill Ridthan blood like a river...by this time you're blushing.

Before the hour is up, messengers from that city are racing out across this end of the Dig Valley very strongly supporting joining your side with no reservations.

Before ten hours are up, you are now the proud owner of seven new villages.  And it looks like more will be coming.

PT
Jesse
player, 240 posts
Peace through superior
firepower!
Wed 15 Nov 2006
at 00:43
  • msg #416

Re: Jesse Jumps In

I know it will take a long time to get everything orginized, and that there were people better suited to the job than I. So I have Tilnak sort through the ones donating crops, and Murr and the other captains start outfitting and training the new recruits. I also ask that Tilnak send a messenger back to the Red River Village and get a status report on the irrigation project. If I can prove to these people that irrigation works and will increase crops, the Dig Valley People can grow the food the army will need and still have more than enough for themselves.

Since I have designated most of the tasks, I decide to send my days practicing the sword and telekinis.


OOC: How many more troops, lizards and equipment did the Dig Valley bring in? What are my total numbers and what are the known numbers of the Ridthan?
Playtester
GM, 3777 posts
novelist game designer
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Wed 15 Nov 2006
at 01:17
  • msg #417

Re: Jesse Jumps In

Over the next two weeks thousands of People pour into your camp.  And then the inflow comes down to a trickle.

A report comes in.  A Ridthan raiding party burned a village to the ground, and Ridthan troopers, working in triads are killing anyone outside a village.  There's rumours that a Ridthan army of immense size is coming up the Dig Valley toward your position.

You've gained two thousand partially trained troopers.  They are fully armed, but not well-mounted as the Dig Valley has relatively few lizards.  Your food stocks are well developed.

You have another, at least four thousand People who streamed past your position.

By reports, the irrigation project is working well.

You've improved both in sword and telekinesis, smoothing off rough spots, and getting more comfortable with both.

PT
Jesse
player, 241 posts
Peace through superior
firepower!
Wed 15 Nov 2006
at 01:43
  • msg #418

Re: Jesse Jumps In

I order the half trained troops to be intergrated with the vetrans, so when the fighting beguins there are always cooler heads that have seen battle to watch over and guide the rookies. I send emergency messages back to other villages that have lizards to spare, and request all that they can live without. I also order patrols to capture and or kill any Ridthan raiders in the Dig Valley, I cant have them raiding the people I'm trying to protect.  I also introduce the irrigation project to the elders of the Dig Valley, and explain the merits of it to them.


More sword practice, field excersizes with the troops, importing all the lumber we can afford to build more catapults for the mercs, and telekinesis practice. I post watches to let em know how close the Ridthan army is getting and decide to set some surprises for them. I have Tilnak and Murr making as much black powder as they can, then I set about designing a crude land mine.

I pack a clay pot with black powder, and attach a steel rod to the bottom, facing up. Over the top of the pot I place a piece of hard boiled leather with a long piece of flint attached to it facing downward. The flint and steel are tied together, then the leather is fitted over the top, then the whole thing is buried with only the leather at ground level. Sprinkle a little dirt over the top and you have a home made, bronze age land mine. I make sure that there are bits of rock and steel packed into the powder like the grenades, then when the Ridthan are getting close, I have them placed in their army's path, then at every approach to the Dig Valley that we arent using and guarding.
Playtester
GM, 3780 posts
novelist game designer
long-time gm
Thu 16 Nov 2006
at 03:13
  • msg #419

Re: Jesse Jumps In

The integration takes some time, and draws some complaints as some of the veterans don't want to hurt their own chances for survival by being paired up with newbies.

There simply are not enough lizards.  Dig Valley had very few lizards, and enormous amounts of People.

Your scouts go out, and they report a number of contacts, some with forces too large for them to cope with. Others report hard-fought battles, and driving off th enemy who refuses to surrender. And one party of twenty goes out, and simply does not return.

The Dig Valley chieftains love the irrigation idea.

The closest of the substantial forces, a group of about four hundred of the enemy is spotted two days away.  Somewhere behind them, the main body advances directly up the Dig Valley toward you.

More catapults are built.

The large land mine is built.

You suspect you have somewhere between three and ten days before you will be in contact with the main Ridthan force.

For the map of this, imagine a canoe.  At the west end, the bow end, is a cut in the wall of the canoe and a passage with two cities which you conquered.  And then once you get into the canoe, the land changes from a narrow passage and rocky to fertile soil.  The Ridthan are apparently marching straight up the length of the canoe toward you.

I'm not sure where in the canoe your forces are set up.  However, your recruits only came from the west half of the canoe as the Ridthan sealed up the villages with their terror tactics before you could get recruits from the eastern half of the canoe.

Clear as mud?

PT

PT
Jesse
player, 245 posts
Peace through superior
firepower!
Thu 16 Nov 2006
at 03:25
  • msg #420

Re: Jesse Jumps In

I march my army for two day toward the Ridthan, but send advance cav units to search out a bottle neck area where the enemy have to bunch up before they can hit us. I order the ground in the future battle field to be ridden over and torn up a bit, then have the landmines buried. I want them to retreat half a mile towards our forces and set up a tempoary camp and await the rest of the army.

As I march the army toward the battle, I boost morale by telling the troops about mass irrigation projects so food will always be plentiful, forrestation projects so there will always be wood and charcoal, a primitive form of democracy so there will be constant communication and trade between all of the clans. I try to paint my idea of as perfect of a world as I can invision here. But I stress that for any of this to come to pass, we must defeat the Ridthan.

Once my army reaches the chosen battle ground, I postion my troops in a V shape so that when the Ridthan charge us, we can fall on them from three fronts. After they walk through the land mines that is....
Playtester
GM, 3786 posts
novelist game designer
long-time gm
Fri 17 Nov 2006
at 03:11
  • msg #421

Re: Jesse Jumps In

The best location is a bit wider than you'd like.  Your left flank is anchored by the valley wall, and your right by a now empty and walled by wood village.  On the far side of the village is another three hundred yards of space that is carpetted with fields of something that looks like a red bean.  Its tangly kind of stuff, but not all that durable.

Your troopers report several encounters with enemy forces, and they have captured five Ridthan.

The ground is prepared as you say.

PT
Jesse
player, 246 posts
Peace through superior
firepower!
Sun 19 Nov 2006
at 22:16
  • msg #422

Re: Jesse Jumps In

I order the prisoners interogated then executed after any, all or no information is gathered from them. All executed except for one. The one that I dont have killed is stripped of all weapons and armor, then I break his hands and set him marching to the Ridthan with a message.

"Tell them I'm comming for them. Tell them I wont stop until every last one of them is dead. I wont stop until everyone they have killed, tortured or abused in anyway is avenged. Tell them I'm comming for them."
Playtester
GM, 3808 posts
novelist game designer
long-time gm
Mon 20 Nov 2006
at 20:19
  • msg #423

Re: Jesse Jumps In

You get a description of the army coming at you.  Its dragoons from all over the Ridthan Empire.  They have assembled the vast majority of their forces, and are much dead up the Dig Valley toward you.

The numbers opposing you range from six thousand to forty thousand, depending on which Ridthan got questioned.

They die bravely spitting out their defiance and crowing over their upcoming victory until the axe takes their heads.

The one released laughs at you.

"Just don't run away, and you will soon see me again."  He then tries to spit at you, but one of your troopers knocks him to the ground, and throws him out the camp.  He is driven from the camp by people throwing clods of dirt because otherwise he was going to try to moon the whole camp.

You can tell that rumors have gotten out about the size of the enemy forces, and its causing some ...concern.

PT
Jesse
player, 248 posts
Peace through superior
firepower!
Thu 13 Dec 2007
at 06:50
  • msg #424

Re: Jesse Jumps In

After all of the troops are set up in the flying V formation, I place Murr in charge of the left flank and Higgs in charge of the right taking the middle for myself. When the enemy is in what I consider the optimum position I telepathically send the order to charge to my two captains and bellow my own warcry to my troops.

Settling into my saddle I grip my shield with my left hand and draw the Sword of Smoke with my right, put my heels to my lizard and yell...

"Come you apes! You wanna live forever?"

Damn the torpedos, full speed ahead, I charge into battle with a feral smile knowing that I have done all I can to prepare my troops for this fight and Do all I can to make the enemy before us fall in droves.
Playtester
GM, 5434 posts
novelist game designer
long-time gm
Fri 14 Dec 2007
at 00:27
  • msg #425

Re: Jesse Jumps In

I'll reply to this when I have more time.

But I have your new post up, or will, I hope.

PT
Playtester
GM, 5462 posts
novelist game designer
long-time gm
Tue 18 Dec 2007
at 22:34
  • msg #426

Re: Jesse Jumps In

They charge with you with a ferocity that dazes you, and then sweeps you up in it.  Your army rapidly closes the distance, and you can see the other side is not ready.

Indeed, the other side half expects you to dismount like dragoons, and fight properly.  So when you sweep at them like mounted knights...

You hit them hard, and reave into them.  You're slashing Thanar apart with lance, and then sword.  The air is full of the smell of ozone.

But the Thanar have good discipline, and they have vast mass on their side.

Your advance slows down.

You sound the retreat,a nd pull back just in time.

A rain of javelins chases you,a nd you can see the frustration on the enemy commanders's faces.

Another charge....

This time, your troops face a still disarrayed enemy, and they rip into them with a vengeance.

Already, you've killed more enemy than are in your whole army, and by the clock, the battle has been going on for only fifteen minutes.

Already lightning bolts are leaping into the sky as the amount of electricity being released by dying bodies exceeds what the air will hold, and so leaps to the clouds.

Deep in the enemy's army, the commanders of the other side unleash a hundred Melds.  Two brains in one body.  These things cause fear by their existence, proof of a will bent to awful evil, and they slaughter with ease.  Suddenly the tables are turned.

Your knights are being picked apart.

And then one comes at you.

You look up and see the Leaders of the Thanar standing at the rear of the army, taking their ease in a tent.  And rage touches you.

*Trust me, one more time, old friend.* You hear the Shepherd in your mind, and rage obliterates your mistrust of him.  Rage at the Thanar.  You spur on ward.

And it seems like none can stand before you as you charge onward alone into the army.  The Thanar commanders are cowards, and they call back their Melds to protect them, thus sparing your troops who can now disengage, and charge again in the formation pulverizing strike of "Set Lances!".

And then you're brought to a stop as the Melds gather about you like vultures.

And so you lash out with your mind, but something goes wrong...magnficently wrong.  Death lashes out from your mind in a psionic explosion.  Everything within two hundred yards of you suffers agonizing pains, and most collapse spitting blood.

Your riding lizard falls.

You hit the ground, pinned by the lizard's mass, and bleeding from the eyes yourself.

A Meld comes at you, the only one still standing.  It wobbles.  You run it through with the Sword of Smoke as it stabs you through the left eye....

Your last thought is of confidence.

Without the Melds, with a huge hole ripped in their army, with the knights free to charge again, even the commanders in their tent will not be able to hold the Free Tribes. Victory...and the sword stabs in....

PT
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