Post by Mortimer A. Locard on Apr 15, 2013 2:45:37 GMT -5
Day 1, Saturday
Bah... so much to write, and I am unsure as to how all of this is best recorded...
What a strange world I have found myself in. This new world thoroughly confuses me. All sorts of monsters infest the wilderness regions, things called golems, wraiths and lizardmen, both large and small, all the while the nations here quarrel amongst themselves for land. In the East there are tyrants infesting the mountains... a kingdom of strong people that use the undead for their will and many other tactics in the wars with its rival nation. In the West dwell the men of Demacia, a rich nation that uses it's wealth to train its unflinching military and hire mercenaries to fight their war for them. To the south is the Mogron Pass and the land beyond it, which I know nothing of as of yet. In the North are the Freljordians; a kingdom that seems a bit... barbaric, by their use of large tamed animals in war, but I have found myself bound to them.
Understandably cautious at first, they had no problem putting me to work when I brought it up, for which I am glad of course; I dislike the idea of having to start over, but working with this nation before enlisting will surely earn me some clout. Gods-willing it will not be long before I am put to more meaningful work though. Scouting out enemy defenses is not my specialty. Soon though, Captain Yashan will return from his assignment, and with any luck the road to Freljord will be opened so I can reach the capital city.
Besides that however, it seems there is some central militaristic order in these lands searching for relics and artifacts... the Institute of War they call themselves. It can't hurt to work for them a bit and see what they are about. I doubt they are here exclusively to recover relics, but I will need to gain trust with them before they will reveal such things... they require a relic or artifact as an entrance token, and so they have me searching for either some ancient book, or another artifact called the Rat Flail. Caves and ruins are the most obvious resting places... I suspect the largest concentrations of these locales is the deep forests and bogs of Kaladoun.
Look at me, recording all of this and scrambling about to pave the way for a new start for myself in this world... Alas! Alas, I say, for that portal that brought me here just as things around the town of Lors were settling and my fortune came into sight, I am whisked away to a new land practically overflowing with conflict and work that needs to be done. Perhaps it is better this way, though... with Samantha dead I don't know what I would have done anyway.
Day 76, Monday
Some interesting updates...
First and foremost I discovered the relic called the Rat Flail while scouring the ruins in the marshes of Kaladoun, just where I expected a relic to be. Truly, the Rat Flail was a powerful weapon, but it was very unpleasant to wield, for it is quite literally, a rat flail. The head of the flail is a dead rat that has been enchanted with powerful magics. I was only too happy to turn it over to Francues Bellissary and the Institute. But alas, the recovery of a single relic is not enough to gain membership with them. Francues has tasked me to either find another relic, or to hunt down and kill the infamous rogue necromancer that has been plaguing the eastern lands and Noxus. Though, somehow I suspect this is a special test. I doubt every member was required to accomplish such feats before being admitted... there are too many current summoners and a finite source of creatures and relics that would not be able to support such tests being required of each member. We shall see....
Regardless of what lies beneath the surface of these tests, this rogue necromancer is going to be a difficult kill, though only because finding him will be just as difficult. Bellissary has told me the necromancer is believed to be in a dungeon known as the Acropolis, but I have my doubts about that; when I arrived at the shore of this "Acropolis" I was immediately turned back by giant crab monsters. If I was not able to get past them, I do not believe some heretic was able to. The difficult water passage from the Acropolis to the mainland would be too difficult for the necromancer to cross at will, spawn his undead to attack Noxus and the Institute, and then return to the island. It is possible, but highly unlikely, especially considering the frequency of the undead attacks. More than likely, this necromancer is holed up in some hidden locale, perhaps in the hills south of the Ironspike Mountains or the bogs to the west.
Additionally, it seems the conjurer that I discovered hidden in the Ironspike hills has begun sending more agents to kill me. Several times now I have been attacked, and ten of these assassins lay dead so far. Oddly, these hooded strangers have been seen in random places, mostly taverns, asking around about outlanders appearing. There are several others as well, but they seem to be focusing on killing me. Several times now I have been attacked, each attack increasing in magnitude, yet I have heard no reports of other outlanders being attacked. Perhaps the wizard has felt my presence and knows the weapons I possess are a serious threat to it... certainly plausible, considering that as of yet they have focused their attacks on myself. I will have to monitor this situation carefully; though I have developed a sound method of combating them, it is still one that is not entirely reliable.
But most importantly, I have realized that I know next to nothing of these nations yet. Beyond knowing that Freljord is a bit barbaric, the Noxians use necromancers, the Demacians use mercenaries, and the Zaunites employ steamworks, I know nothing of these nations: Their goals are unknown, their fighting styles are unknown, their gods are unknown, their reasons for fighting also unknown. I must make a point to investigate such things before I enlist with Freljord.
Day 114, Friday
Some minor successes and setbacks to record. My memory is beginning to elude me on how long I've stayed here.
First, the situation with the rogue necromancer is as I suspected. He is not hiding in the Acropolis, but rather in the bogs as I had suspected. The Bubbling Bog it is called. Truly, a hellish nightmare-scape that seems to be perpetually dark and tainted... even the ground itself occasionally spurts up poisonous gas. Though, thankfully they don't seem to occur directly on the road. The undead there, however, are fell daemons indeed, and a Demacian adventurer was not speaking in jest when he required a large band to be able to pass in. Against my wishes I hired that mercenary band... the sorcerer and the two assassins. I knew they weren't to be trusted, but I had figured the wisest course of action would be to hire them on so that we wouldn't be competing for the necromancer kills. I made a specific point to inform them that any equipment recovered from fallen necromancers would be bagged and taken to the Summoners.
It wasn't until we had slain two more of the necromancers in a cave that the band showed their true colors... they breached the contract we had and attacked myself, trying to steal the necromancers' gear, claiming they needed it for their own agenda. Thankfully through a series of events they were defeated. The sorcerer and one of the assassins was defeated...but I let my feelings get the better of me during the conflict and did not believe the woman was part of their scheme. Though, looking back I now realize I did not believe she was part of it because I didn't want to believe it. I convinced myself the sorcerer was indeed trying to attack her when in fact, his spell had missed me and gone at her. I should have known.... Kalana as she is called, played along when she realized her allies had lost and snuck about, resurrecting her fallen henchmen after the rogue necromancer had appeared to recover the staves I recovered. While I regret the fact that myself and Galalot would not have been able to defeat the necromancer master in our weakened states from the battle, we were able to escape with the cowls and robes of the fallen necromancers, as the master only collected the staves. And even now those turncoat mercenaries are probably thankful because they escaped the Bubbling Bog with their lives; soon they will be hanging. I was prompted to return to the mercenary camp and put up bounties on all three of them, and considering their clumsy nature, I fully expect the three to be hanging within the next few days. Even if they are not scragged and roped, at least they will never work with the mercenaries again.... no one will hire them once word of their contract breach gets around. Regardless, they will not be sowing their wickedness for much longer.
Though, I am worried the one called Kalana was so easily able to influence me to favor her guiltless during the attack. So easily indeed that she did it passively, with no real action. I am sure it is because she reminds me of Samantha, though I haven't the faintest idea why; the two of them look and act nothing alike. Bah... I am getting sidetracked. Regardless, I will be more at ease when she is dead, along with the rest of the band.
Still, despite these current setbacks, at least the whereabouts of the necromancer is known, and then Francues bestowed upon Galalot and myself signets of the Institute for returning with proof of the slaying of three necromancers. I am glad they have granted this token of trust, but I long for full membership... another artifact or the master necromancer's head will be recovered someday.
Bah... so much to write, and I am unsure as to how all of this is best recorded...
What a strange world I have found myself in. This new world thoroughly confuses me. All sorts of monsters infest the wilderness regions, things called golems, wraiths and lizardmen, both large and small, all the while the nations here quarrel amongst themselves for land. In the East there are tyrants infesting the mountains... a kingdom of strong people that use the undead for their will and many other tactics in the wars with its rival nation. In the West dwell the men of Demacia, a rich nation that uses it's wealth to train its unflinching military and hire mercenaries to fight their war for them. To the south is the Mogron Pass and the land beyond it, which I know nothing of as of yet. In the North are the Freljordians; a kingdom that seems a bit... barbaric, by their use of large tamed animals in war, but I have found myself bound to them.
Understandably cautious at first, they had no problem putting me to work when I brought it up, for which I am glad of course; I dislike the idea of having to start over, but working with this nation before enlisting will surely earn me some clout. Gods-willing it will not be long before I am put to more meaningful work though. Scouting out enemy defenses is not my specialty. Soon though, Captain Yashan will return from his assignment, and with any luck the road to Freljord will be opened so I can reach the capital city.
Besides that however, it seems there is some central militaristic order in these lands searching for relics and artifacts... the Institute of War they call themselves. It can't hurt to work for them a bit and see what they are about. I doubt they are here exclusively to recover relics, but I will need to gain trust with them before they will reveal such things... they require a relic or artifact as an entrance token, and so they have me searching for either some ancient book, or another artifact called the Rat Flail. Caves and ruins are the most obvious resting places... I suspect the largest concentrations of these locales is the deep forests and bogs of Kaladoun.
Look at me, recording all of this and scrambling about to pave the way for a new start for myself in this world... Alas! Alas, I say, for that portal that brought me here just as things around the town of Lors were settling and my fortune came into sight, I am whisked away to a new land practically overflowing with conflict and work that needs to be done. Perhaps it is better this way, though... with Samantha dead I don't know what I would have done anyway.
Day 76, Monday
Some interesting updates...
First and foremost I discovered the relic called the Rat Flail while scouring the ruins in the marshes of Kaladoun, just where I expected a relic to be. Truly, the Rat Flail was a powerful weapon, but it was very unpleasant to wield, for it is quite literally, a rat flail. The head of the flail is a dead rat that has been enchanted with powerful magics. I was only too happy to turn it over to Francues Bellissary and the Institute. But alas, the recovery of a single relic is not enough to gain membership with them. Francues has tasked me to either find another relic, or to hunt down and kill the infamous rogue necromancer that has been plaguing the eastern lands and Noxus. Though, somehow I suspect this is a special test. I doubt every member was required to accomplish such feats before being admitted... there are too many current summoners and a finite source of creatures and relics that would not be able to support such tests being required of each member. We shall see....
Regardless of what lies beneath the surface of these tests, this rogue necromancer is going to be a difficult kill, though only because finding him will be just as difficult. Bellissary has told me the necromancer is believed to be in a dungeon known as the Acropolis, but I have my doubts about that; when I arrived at the shore of this "Acropolis" I was immediately turned back by giant crab monsters. If I was not able to get past them, I do not believe some heretic was able to. The difficult water passage from the Acropolis to the mainland would be too difficult for the necromancer to cross at will, spawn his undead to attack Noxus and the Institute, and then return to the island. It is possible, but highly unlikely, especially considering the frequency of the undead attacks. More than likely, this necromancer is holed up in some hidden locale, perhaps in the hills south of the Ironspike Mountains or the bogs to the west.
Additionally, it seems the conjurer that I discovered hidden in the Ironspike hills has begun sending more agents to kill me. Several times now I have been attacked, and ten of these assassins lay dead so far. Oddly, these hooded strangers have been seen in random places, mostly taverns, asking around about outlanders appearing. There are several others as well, but they seem to be focusing on killing me. Several times now I have been attacked, each attack increasing in magnitude, yet I have heard no reports of other outlanders being attacked. Perhaps the wizard has felt my presence and knows the weapons I possess are a serious threat to it... certainly plausible, considering that as of yet they have focused their attacks on myself. I will have to monitor this situation carefully; though I have developed a sound method of combating them, it is still one that is not entirely reliable.
But most importantly, I have realized that I know next to nothing of these nations yet. Beyond knowing that Freljord is a bit barbaric, the Noxians use necromancers, the Demacians use mercenaries, and the Zaunites employ steamworks, I know nothing of these nations: Their goals are unknown, their fighting styles are unknown, their gods are unknown, their reasons for fighting also unknown. I must make a point to investigate such things before I enlist with Freljord.
Day 114, Friday
Some minor successes and setbacks to record. My memory is beginning to elude me on how long I've stayed here.
First, the situation with the rogue necromancer is as I suspected. He is not hiding in the Acropolis, but rather in the bogs as I had suspected. The Bubbling Bog it is called. Truly, a hellish nightmare-scape that seems to be perpetually dark and tainted... even the ground itself occasionally spurts up poisonous gas. Though, thankfully they don't seem to occur directly on the road. The undead there, however, are fell daemons indeed, and a Demacian adventurer was not speaking in jest when he required a large band to be able to pass in. Against my wishes I hired that mercenary band... the sorcerer and the two assassins. I knew they weren't to be trusted, but I had figured the wisest course of action would be to hire them on so that we wouldn't be competing for the necromancer kills. I made a specific point to inform them that any equipment recovered from fallen necromancers would be bagged and taken to the Summoners.
It wasn't until we had slain two more of the necromancers in a cave that the band showed their true colors... they breached the contract we had and attacked myself, trying to steal the necromancers' gear, claiming they needed it for their own agenda. Thankfully through a series of events they were defeated. The sorcerer and one of the assassins was defeated...but I let my feelings get the better of me during the conflict and did not believe the woman was part of their scheme. Though, looking back I now realize I did not believe she was part of it because I didn't want to believe it. I convinced myself the sorcerer was indeed trying to attack her when in fact, his spell had missed me and gone at her. I should have known.... Kalana as she is called, played along when she realized her allies had lost and snuck about, resurrecting her fallen henchmen after the rogue necromancer had appeared to recover the staves I recovered. While I regret the fact that myself and Galalot would not have been able to defeat the necromancer master in our weakened states from the battle, we were able to escape with the cowls and robes of the fallen necromancers, as the master only collected the staves. And even now those turncoat mercenaries are probably thankful because they escaped the Bubbling Bog with their lives; soon they will be hanging. I was prompted to return to the mercenary camp and put up bounties on all three of them, and considering their clumsy nature, I fully expect the three to be hanging within the next few days. Even if they are not scragged and roped, at least they will never work with the mercenaries again.... no one will hire them once word of their contract breach gets around. Regardless, they will not be sowing their wickedness for much longer.
Though, I am worried the one called Kalana was so easily able to influence me to favor her guiltless during the attack. So easily indeed that she did it passively, with no real action. I am sure it is because she reminds me of Samantha, though I haven't the faintest idea why; the two of them look and act nothing alike. Bah... I am getting sidetracked. Regardless, I will be more at ease when she is dead, along with the rest of the band.
Still, despite these current setbacks, at least the whereabouts of the necromancer is known, and then Francues bestowed upon Galalot and myself signets of the Institute for returning with proof of the slaying of three necromancers. I am glad they have granted this token of trust, but I long for full membership... another artifact or the master necromancer's head will be recovered someday.