Post by Megumi on Feb 20, 2018 23:47:53 GMT
Guardsmen,
Our reformation following Captain Crossarms' call-to-arms, and the speed at which the stonemasons are rebuilding Stonekeep are both wondrous to behold, but who knows what beasts have moved in and have encircled us and the local area in our absence? I have located several old maps of the local and surrounding areas, and hereby order a series of patrols be undertaken to a number of local landmarks over the coming weeks in order to secure our borders once more. Reports, preferably containing illustrative and informative sketches, should be appended to this order so as to inform future patrols to these areas.
Our objectives are as follows:
The Town of Yew and its citizenry are the very things we are oath-bound to protect. All residencies and businesses must be searched and accounted for. A systematic search of the Law Courts and Prison are required to ensure structural security remains in-tact, and no breaches are detected.
In previous years, the region known as 'Nihon' was home to vile yellow-skinned savages who drank "sake" and fought with large two-handed swords. Their supposed territory spanned from the Eastern Bridge to the Guard Outpost to the West. Our presence was previously met with violent resistance - but it is suspected that they have relocated elsewhere and abandoned the area. Patrol with caution.
North of Nihon is the Shrine of Justice, with a ceremonial garden and waterfall located north of that. The integrity of the shrine is imperative to the judicial system.
Previously a burial ground for citizens of Yew and its surrounding woodland, powerful witches animated the dead and brought them back to life in the shape of skeletons and ghouls - some even capable of memory and speech. It is anticipated that the most animated spectres have since decayed, but weak shamblers may remain. This would be an ideal location for junior guardsmen to cut their teeth under the watchful and protective eyes of members of our church.
The Orc Valley was once home to the Tolagol Orcs. A new tribe has recently emerged, likely having either overthrown the resident orcs or been born from their remnants. Once within the valley, a cave can be found to the South-West. A number of patrols have already been carried out in this location down to the third (and bottom?) level, having established that not much has changed, here. Beware the scouts, brutes and bombers - they will attempt to corner, surround, and swamp you.
The orcs of this fort are industrious, boasting their own smithing tent, and displaying a modicum of engineering capability in the design of their fortifications and central tower. Witches and warlords previously frequented this fort. Approach with caution, and thin their numbers.
Liches are witches so powerful in life that they have been able to bring themselves back from death. They are pure evil incarnate and will likely dispatch swathes of inexperienced guardsmen if formations and healing are not correct, or a patrol allows itself to face multiple liches at once. The presence of churchmen would undoubtedly be of benefit to any patrol to this location.
"Rogue Town" is a den of villainy, or at least it was previously. Home to the infamous "Crimson Rogues". I would be greatly surprised if such a ragtag band of murderers and cutthroats had managed to not kill each other after all these years. Consider sending a Waywatcher to scout ahead before approaching. Watch the shadows.
North of the crossroads that join the roads to Britain, Skara Brae and Yew, this makeshift camp has housed all manner of villains over time. So close to the lich fields, I would not be surprised if the criminals have not learnt some aspects of witchery themselves. Approach with caution.
I have no memory of this place, though within the same mountain range as Shame (see Area #12 below), I expect no good dwells within, and forces of good will be met with violent resistance.
I have no memory of this place, though within the same mountain range as Shame (see Area #12 below), I expect no good dwells within, and forces of good will be met with violent resistence. The entrance is barred by thick branches of trees that intertwine before the entrance. Specialist equipment may be required in order to effect entry, and the landscape surrounding it suggests that corrupted woodland and fey beasts inhabit this place. The righteous fire of a local Magistrate may be a welcome addition to any patrol that delves within.
I have heard conflicting reports of the dungeon known as 'Shame' in recent weeks from other guardsmen; ranging from the lower levels are ungodly, to the entire tunnel network is now a death trap. Elementals come out of the walls and will try to surround you - or at least, they used to. Ensure light sources are used to effectively navigate the winding corridors, and consider leaving a trail of string behind you so as not to get lost and be unable to find your way up to the surface, should you find yourselves needing to tactically withdraw.
Consider drafting wills for your families before commencing patrol.
Good luck.
- Corsair Tearheart
Our reformation following Captain Crossarms' call-to-arms, and the speed at which the stonemasons are rebuilding Stonekeep are both wondrous to behold, but who knows what beasts have moved in and have encircled us and the local area in our absence? I have located several old maps of the local and surrounding areas, and hereby order a series of patrols be undertaken to a number of local landmarks over the coming weeks in order to secure our borders once more. Reports, preferably containing illustrative and informative sketches, should be appended to this order so as to inform future patrols to these areas.
Our objectives are as follows:
- Bring order to chaos; dispatching hostilities wherever they arise
- Re-establish the King's Law upon all loyal subjects of the Crown, and imprison traitors wherever they are found
- Taxation of resident citizens, and all users of the King's highway in order to fund our continued construction and rearmament
- Intrusive searches of all travelers personal belongings, and seizure of items suspected of witchery origins or purpose
- Head count of, and protection of any King's deer we encounter whilst on patrol
- Protection of citizens found to be roaming the woodlands
- Document and sketch all hostile species that have encroached upon the locality in our absence
- Inform on the level of hostility experienced in each area, and roughly what size force is required to subdue it
- Recover gold from corpses of slain enemies to be distributed amongst the militia coffers, church tithe and divisional funds as deemed appropriate by the patrol leader upon return to Stonekeep
- Recover salvageable goods, tainted or not, to be presented to militia craftsmen to salvage and reforge into usable arms and armour
- Recruitment of any citizens expressing a desire to join our lawful cause
Area #1 - Yew, Law Courts & Prison
ANTICIPATED RESISTANCE: Low
The Town of Yew and its citizenry are the very things we are oath-bound to protect. All residencies and businesses must be searched and accounted for. A systematic search of the Law Courts and Prison are required to ensure structural security remains in-tact, and no breaches are detected.
Area #2 - Nihon
ANTICIPATED RESISTANCE: Unknown / Low
In previous years, the region known as 'Nihon' was home to vile yellow-skinned savages who drank "sake" and fought with large two-handed swords. Their supposed territory spanned from the Eastern Bridge to the Guard Outpost to the West. Our presence was previously met with violent resistance - but it is suspected that they have relocated elsewhere and abandoned the area. Patrol with caution.
Area #3 - Shrine of Justice
ANTICIPATED RESISTANCE: Low
North of Nihon is the Shrine of Justice, with a ceremonial garden and waterfall located north of that. The integrity of the shrine is imperative to the judicial system.
Area #4 - Undead Crypts
ANTICIPATED RESISTANCE: Medium / Low
Previously a burial ground for citizens of Yew and its surrounding woodland, powerful witches animated the dead and brought them back to life in the shape of skeletons and ghouls - some even capable of memory and speech. It is anticipated that the most animated spectres have since decayed, but weak shamblers may remain. This would be an ideal location for junior guardsmen to cut their teeth under the watchful and protective eyes of members of our church.
Area #5 - Orc Cave
ANTICIPATED RESISTANCE: Medium
The Orc Valley was once home to the Tolagol Orcs. A new tribe has recently emerged, likely having either overthrown the resident orcs or been born from their remnants. Once within the valley, a cave can be found to the South-West. A number of patrols have already been carried out in this location down to the third (and bottom?) level, having established that not much has changed, here. Beware the scouts, brutes and bombers - they will attempt to corner, surround, and swamp you.
Area #6 - Orc Fort
ANTICIPATED RESISTANCE: Medium / Low
The orcs of this fort are industrious, boasting their own smithing tent, and displaying a modicum of engineering capability in the design of their fortifications and central tower. Witches and warlords previously frequented this fort. Approach with caution, and thin their numbers.
Area #7 - Lich Fields
ANTICIPATED RESISTANCE: High
Liches are witches so powerful in life that they have been able to bring themselves back from death. They are pure evil incarnate and will likely dispatch swathes of inexperienced guardsmen if formations and healing are not correct, or a patrol allows itself to face multiple liches at once. The presence of churchmen would undoubtedly be of benefit to any patrol to this location.
Area #8 - Rogue Town
ANTICIPATED RESISTANCE: Unknown / Low
"Rogue Town" is a den of villainy, or at least it was previously. Home to the infamous "Crimson Rogues". I would be greatly surprised if such a ragtag band of murderers and cutthroats had managed to not kill each other after all these years. Consider sending a Waywatcher to scout ahead before approaching. Watch the shadows.
Area #9 - Bandit Camp
ANTICIPATED RESISTANCE: High / Medium
North of the crossroads that join the roads to Britain, Skara Brae and Yew, this makeshift camp has housed all manner of villains over time. So close to the lich fields, I would not be surprised if the criminals have not learnt some aspects of witchery themselves. Approach with caution.
Area #10 - Sanctuary
ANTICIPATED RESISTANCE: Unknown / High
I have no memory of this place, though within the same mountain range as Shame (see Area #12 below), I expect no good dwells within, and forces of good will be met with violent resistance.
Area #11 - Blighted Grove
ANTICIPATED RESISTANCE: Unknown / High
I have no memory of this place, though within the same mountain range as Shame (see Area #12 below), I expect no good dwells within, and forces of good will be met with violent resistence. The entrance is barred by thick branches of trees that intertwine before the entrance. Specialist equipment may be required in order to effect entry, and the landscape surrounding it suggests that corrupted woodland and fey beasts inhabit this place. The righteous fire of a local Magistrate may be a welcome addition to any patrol that delves within.
Area #12 - Shame
ANTICIPATED RESISTANCE: Unknown / High
I have heard conflicting reports of the dungeon known as 'Shame' in recent weeks from other guardsmen; ranging from the lower levels are ungodly, to the entire tunnel network is now a death trap. Elementals come out of the walls and will try to surround you - or at least, they used to. Ensure light sources are used to effectively navigate the winding corridors, and consider leaving a trail of string behind you so as not to get lost and be unable to find your way up to the surface, should you find yourselves needing to tactically withdraw.
Consider drafting wills for your families before commencing patrol.
Good luck.
- Corsair Tearheart