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Listed here are all the in character information collected on missions that have been submitted to Valley Archives. To read any of the reports just click on one of the links below to expand and contract the yearly listings.

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Saldorian Information on the Forgotten

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After numerous incursions into our lands by the Forgotten it was decided by Pradot Mar to send troops to intercept these raids on our sovereignty and also scouting parties to seek out the whereabouts of the Forgotten Nation.
Below are the reports gathered and my own conclusion as to where we currently stand and action that we can take which I believe will be successful.
It has been commanded that this information be disseminated to all Virconium units being deployed to the borders. The forgotten must be stopped from penetrating the borders and reaching the temples at all costs.
The Path is Long,

Master Thurlode Lur
Brotherhood of Strength and Steel

Summary on the History of the Saldorian Enclaves contact with the nation known as the Forgotten

Harvest Moon -The Cataclysm
The Court of a Thousand Swords has fallen and rumours Calex Wraithspawn now holds power over its people.

Cold Moon PC1 -North West of the Saldorian Enclave. 
Report by Jainia Bur, Virconium Wizard.

A force of just over twenty humanoids wearing the colours of the former Court of a Thousand Swords and bearing black marks under their eyes were identified by patrols on the North West edge of our proclaimed land.
Our scouts returned and I was quick to mobilise nearly twenty men, being well supplied from a nearby camp.
After intercepting these humanoids battle immediately broke out, however our numbers added no obvious advantage as we struggled to keep pace healing our injured in the face of significant Evil Sphere wounding enhanced blows. Indeed our most skilled warriors who were able to kill some of these men were astonished to see spirits rise up from the fallen bodies and attack with continued ferocity and baneful damage.
With too many unknowns to contend with I ordered a retreat. I alone remained within a suitable distance to ascertain the enemies direction.
After one more night in our lands the enemy turned towards the west and left into the Summer Meadows.
I lost seventeen men and I believe I reduced the enemies number by eight. However it is with shame and disbelief that I must report that three of my fallen appear to have been turned in some way by this foe and have deserted and joined with them.

Wind Moon PC1
Reader arriving from East Waite and also the Dai-fah-Dyne from Halfway House Waystation have reported that the people known as The Forgotten are roaming the Southwest of Orin Rakatha and attacking whoever they encounter, somehow possessing the weak or those that have fallen in battle and are near death.

Fools Moon PC1
Pradot Mar himself attended the Time of Reckoning and witnessed the presence of Calex Wraithspawn and a Large delegation wearing the now defunct colours of The Court of a Thousand Swords.
Calex announced his group and declared themselves The Forgotten. Furthermore he revealed The Forgottens intention to be recognised as a Nation. He announced that the Forgotten nation will be ruled not by himself but by the Black Queen, who was also in their group and would formally attend the Time of Reckoning.
No formal introduction or diplomacy took place between The Nation of Saldor and Calex Wraithspawn.

Planting Moon PC1 -South of Bremmin Plain
The Halls of Asgard people have told us of their troubles with the Forgotten and more importantly the location of the Forgotten nation land.
They have fought many groups of Forgotten towards the West but have difficulty defeating larger groups specifically when a Quell is present. It impedes the use of power around itself and also had the ability to stop the Halls of Asgard calling upon their spiritual totems.
We are travelling immediately to confirm the Forgottens location.

Planting Moon PC1 -Mount Grimm
After setting off from Ritons Reward Waystation we have moved directly West to reach the northern edge of what is reportedly the Forgotten Nation.
We have so far not encountered any ill effects or in fact any Forgotten. Although there is a strange feeling we are being followed.

Planting Moon PC1 -Coast to the North of the Fair Isles
There was still no sign of any Forgotten so we decided to turn back. Almost immediately we changed direction we were assailed by over forty Forgotten. There appeared some possessed with marks we had not seen before. The fight did not go well and only the three of us survived. Forced to leave our Virconium charges behind we were pushed back towards the coast.
Master Wurdun Oll proved to be invaluable against a Forgotten possessing spirit that had cursed us all during the battle. We were unable to heal the baneful wounds that were inflicted upon us unless we removed the curse first. Master Vormeek Nef was close to death but he refused to die in these lands for fear his spirit would be truly lost.

Green Growing Moon - PC1 -Temple of Quiet Rebirth 
Revered monks from the temple have reported information revealed by Martak Deadjabba, the Shaman of a group of goblins now taking the path to truth.
His group had been attacked by The Forgotten some months ago. During the fight he was able to recognise the spirits within the host bodies, he squeezed one spirit out of its host cos I wanted to find out why it was hiding in there, and was extremely confused subsequently why the man sitting down blinking in front of him with fighting all around had no idea where the deadhead had gone.
�After and extremely lengthy explanation it was ascertained he used the unshackle spirit invocation on the Forgotten and that banished the spirit. After the spirit left, the host was dazed, frightened and confused.

High Sun PC1 
When seeking rest at the Desolations Edge Waystation our scouting party met a party of people calling themselves the Vagrants of Dionaite. This small group of people appear chaotic and frivolous but after initial difficult interaction they have spoken of a large force of Forgotten led by a malevolent Crypt Fiend encamped within the Dragur Marsh.
On our return journey to Saldor, we utilised the trading routes and upon them met a travelling Kalid group. They spoke openly that Forgotten attacks to the west of Valley were being directed by the Crypt Fiend and the Voices of the Mystics were doing nothing. What the Kalid were doing on this area I have no idea.

Conclusion

The Forgotten generally come in two forms, possessed mortals (formally members of the Court of a Thousand Swords, but can be others), or actual Spirits.
Possessed mortals still maintain a semblance of their former selves, how much depends on the strength of the person being possessed. It appears a few of the stronger humans have willingly entered into a bargain with the Spirit and allow themselves to be used in return for power and perceived influence; they appear as normal humans who can talk and negotiate as before and have full access to their previous skills. The majority of possessed mortals however are just husks of their former selves, do not have access to the majority of their former skills including casting ability and do nothing but attack and follow the will of their masters. All possessed humans have black marks under their eyes.
The Spirits of the Forgotten are generally incorporeal and are rarely seen outside of their host however reported sightings of spirits without hosts would suggest the more unique spirits can sustain themselves. 
When encountered the possessed Forgotten will fight until slain, at which point the incorporeal spirit will take full control of the host and need to be slain as well. Therefore Forgotten will fall over initially once the host is slain and arise about thirty seconds later as a Spirit. 
In order to remove the possession of the Spirit an Unshackle Spirit must be cast on the possessed person. If this happens the possessed person will return to their former selves. They are dazed, frightened and confused. They generally will not remember much or be able to offer much information or intelligence and will normally only remember the emotions of darkness, madness and despair. They will be happy to leave the fight and try to make their way as a Nomad although some may be welcome on the Path if it can be proven that their souls are free of any lingering taint.
Most disturbing for me is the fact they seem to not just possess the weaker but also they seem to actively seek out those near death and possess those that would normally be able to resist. It is unknown what they may be able to do to those awaiting rebirth but we must never allow ourselves to find out.
Listed below are all of the creature types so far encountered and used by the Forgotten. We have seen a mix of these types with the most senior spirit in charge.

Possessing Spirits
Lesser Spirits seem to be the majority of the Forgottens number. The possessed Forgotten cause critical (and sometimes mortal) wounds on top of the damage they inflict with their weapon and can be defeated by normal damage, but once the spirit forms it is only effected by power. The spirit then inflicts damage on its enemy using bane attack.

This is the possession mark of the most often encountered Forgotten

Quell
This is a possessing spirit that impedes the ability to access power and has been used during large Forgotten assaults. It has only been encountered rarely. It may be destroyed by the application of spiritual weapons or invocations.

Quell possession mark

Damnation
Any damage dealt by a Damnations attack once it has cursed you does not heal naturally and resists all healing (potions, scrolls and so on). Before the damage can be healed its curse must first be broken by a relevant remove curse invocation. This creature appears to be damaged by any means in either of its forms

Damnation possession mark
Crypt Fiend

Crypt Fiends are malevolent spirits who are created from the remains of the dead. Archived material describes they seek to turn all of the living to their will. They appear to be trusted lieutenants of the Forgotten and are the active recruiters. One was present with Calex Wraithspawn at the Time of Reckoning. It seems they do not possess mortals and always appear as themselves, accompanied by a number of guards.
One such being has been reportedly sighted camped in the Dragur Marsh directing attacks against the Valley. It has a reputation of extreme brutality

Unknown possession marks
These marks have been reported but no further information is known

All valley information provided below italicised.

Wraith  Power draining creature, also capable of freezing with fear.

 

 
Ghoul Causes pain and paralysis.


Spectre Cold magic creature, multiple cone of colds, freezing and cryostatis.

Last Updated on Thursday, 19 July 2018 00:19
 

Saldorian Path of Truth Iron Star Letters

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Honoured N’Sago Ryusonama,
I can only assume that Daniel has fallen and that the Iron Star as we knew it is over.  I am packing my remaining articles and along with that chattel which remains under my control, principally through the use of the collars provided by Aljoran Wraithmind, moving the final camp within the Lower Waite.
  
With Ko’Su’Gara slain along with most of his retinue I suggest we attempt to meet there and pool our resources in a new brotherhood and either attempt to leave this plane behind or find a new home to insinuate ourselves into.  Perhaps the Kalid?

I shall remain in the camp for two moons before I take the remainder of my band, shed our colours and bury the most incriminating items so we can return to them later.

The Star will rise again,

Govik
 

Sale made in Snow Moon by,

N’Sago Ryusonama,

I the undersigned agree that the following commodities are purchased in good faith and the understanding that no recompense may be sought for problems arising in either health or behaviour in the future.
Two Elven druids (Sisters) of little skill or training.  Both most lovely.
A Half Orc warrior of great strength if little finesse.
Human Wizard of advanced age but showing aptitude for Water magic.
Three human children (two girls, one boy).  All virgins of the same parentage.

Agreed and Signed,

Enchanter Lurixinades
 

 For whosoever may find this,

It appears Ulrik could not keep his meddling companions in order and now I am forced to flee my comfortable life within Barad Tirgul.  While Govik may be bullish in this plan to re-establish the Iron Star in secret within the heart of another Tower I find it unlikely that such a motley crew as we have remaining here at this time will be welcomed into another Tower. 
Should any Brothers of the Iron Star find this the stone within this cache can be used to reach me through the use of the Whispering Wind spell.  Govik is too eager to be on his way and will not wait despite none of the Celestial Bureaucracy arriving and few from the Dymwan so I trust that the messages to them have arrived and this missive will eventually be found.
The Manacles contained in this chest, for they are a little conspicuous for such ‘interplanar travellers’ as we will soon be to be carrying, may prove useful in re-establishing the trade once we are settled.  

While only a prototype it should prove more than sufficient to restrain the most truculent of cattle.  After rendering the intended subject unconscious place the restraints upon them.  This should be followed by the following invocations; Beguilement of ritual rank, an Interrogation and a Cause Pain.  When the final invocation is complete the subject should be incapable of removing them of their own free will.  More importantly however the subject will be unable to resist answering any question posed to them truthfully.  I believe the installation of a number of these in a secure holding facility will be invaluable in rebuilding our intelligence network for the growth of the organisation.

Borrinard

Priest, Wizard, Dispossessed.
 

The River People Story and Waystation Attunement Instructions

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For a very long time the River People held a Tower on an island in the middle of one of Orin Rakatha’s great rivers; their Tower colours were green and light blue.  The River People are an old race of human stock and they were one of the first people.  


For many years they were the craftspeople and artisans of Orin Rakatha; plying the waterways of the plane in their light, wooden craft, bringing entertainment and rare goods wherever they travelled.  Much of their rank and power was vested in creative and manufacturing skills, such that they included many artists, ensorcellers, empowerers and potion manufacturers.  These items they sold to other traders, as well as to any individuals who could afford them.  


The River People have a natural affinity for the Good and Nature Spheres and an almost innate ability to cast green magic.  They all have a love of water, particularly flowing streams and rivers, but a poor understanding and mistrust of the Evil sphere and those who use it.  Most also have some skill as performers and entertainers.


The River People were governed by a council of sages.  The most respected individuals of the River People, regardless of sex, were acclaimed as senior sages and entitled to attend the Council of the Commons.  From the ranks of the council was elected a chief, or head, sage who led the commons of the River People for seven years.  Those who were ear-marked for a place on council were made junior sages at an earlier age and could attend certain council meetings as spectators, though they had little other role to play until they were acclaimed as senior sages.


The River People were never great warriors, and they fared less well after the plane was altered by the Mystics and the Towers, Mists and Hordelings were created.  This restricted their movement and their trade, and they began to fear ambush and betrayal.  To counteract this threat new classes evolved in their society; these included their first true warriors, but also encompassed guards and frontrunners.  Guards were assigned to a specific group of people within the River Folk, whilst frontrunners became scouts, paddling light canoes ahead of and behind the main group; seeking safe routes and watching out for trouble.


Over forty years ago there was an alarming reduction in their numbers, which had been more or less stable for many years, due to the actions of the Kalid and the River People were poorly equipped to deal with such force of arms.  Efforts were made to train more warriors and the Tower members became close to reclusive.


Then, approximately twenty years ago, disaster struck.  The boats carrying the most senior sages of the River People to the Central Isle of the Mystics for the Time of Reckoning were all mysteriously lost, despite the fact that the waters were calm and the River People were expert boatspeople.  The Kalid were held responsible, though this was never proved, but it meant that the River People lost their Tower.


This had a devastating effect upon the River People.  No Tower would take the whole populace of the River People and they would not be divided, though in an effort to ensure that their military skills were maintained and developed selected individuals were temporarily apprenticed into specific towers for an agreed fee paid by the sages.  Over the following years Hordelings and continuing Kalid persecution took their toll.  No permanently safe place could be found and the numbers of the River People began to dwindle away.  


Following the loss of their Tower, when it seemed likely that the River People would be wiped from the face of Orin Rakatha, a mysterious individual named Madrigal came to the remnants of the River People and offered a route of escape to a place of promised safety.  At first the Commons of Sages rejected his offer, fearing more hardship or another Kalid trap, but in a closed session of only the most senior sages Madrigal was able to convince them, and plans were laid for the escape.


A gate was constructed and operated by Madrigal; a gate that would convey the River People to safety.  Few knew where it led, but the people trusted their sages.  Fearing a final Kalid attack careful plans were made to defend the portal.  Arrangements were made to close the gate against the Kalid if this proved necessary, even if it meant leaving some people behind.  


When the time came the Kalid did indeed assail the portal, but the River People were ready. The senior sages were some of the first to pass, but as the Kalid pressed in upon the gate Madrigal had no choice but to close it, as previously agreed, with a dozen of the River People still fighting in defence. Nobody knows what became of Madrigal.


The basic unit of River People society is the Familia.  It is made up of an older married couple and their extended family of siblings, children and other relations.  Several closely related Familia make up a Clan; these vary in size, but a person’s connection to the Clan is the most important social tie a River Person has. Senior clan members often act as Sages of the Commons.  Several Clans in turn form the Compania, a loose federation of related Clans that coexist on the main rivers and lakes of Orin Rakatha.


One Familia were from the River Silvershine Compania and so were people who poked their noses into all sorts of things they shouldn’t have.  One of these things was the Central Isle during a Time of Reckoning.  As a punishment (or maybe a reward depending on how you look at it) they became responsible for ferrying the Tower leaders to the Central Isle every Time of Reckoning (the only method of getting there).  This they did to the best of their abilities and everyone was generally happy with the arrangement.  The leader of this Familia became known as the Master of the Isles, as he or she controlled all boating on the Rainbow Lake. This Familia are rumoured to live on the three islands to the Northwest of the lake and this is where all the Tower leaders have to gather at the Time of Reckoning.


When the River People Tower leaders “disappeared” on their way to the Central Isle and the River People Tower was lost, the Kalid presumed that they would be able to take over the ferrying business.  However the Master of the Isles is a hereditary position instituted at the Mystics bequest and the Master of the Isles remains in the same family despite the River People losing their Tower.  The Kalid have tried on numerous occasions to breach the security of the three isles but to date they have always failed.


My lover’s gone, his boot’s no longer by my door

He left alone, and as I slept I felt him go

Returns no more, I will not watch the river

My lover’s gone, his mist-bound ship will never

Bring him home again


My lover’s gone, the child to seal our union

Will never be, the chance allowed to us has passed

I sing alone, while I watch the river

For he lives on, but surely mist-bound ships could

Bring him home again


My lovers gone, he stays upon a distant shore

His soul so strong, his spear and shield lie idle

He fights no more, so I will sail the river

To seek him out, and then the mist-bound ships will

Bring us home again

 

In order to attune yourself to the waystation you must first decipher the story of the River People, the guardians of this place.


Once you have understood their plight you can attune the waystation to the Spheres, Elements and physical prowess that you wish to gain benefit from.  Whoever is so attuned can gain from the benefits.


The Spheres are represented by three small cups, one for each Sphere; the Cup of Life, the Cup of Balance and the Cup of Death.  Choose the Sphere you wish dominant.  Place the blood of those to be attuned within the cup, saying the name of the Compania that the guardians come from and then Invoke using the cup.  That Sphere will become dominant for those attuned to it.


The Elements adorn the walls.  Choose the Element you wish to be dominant and release it from its frame, by heeding the Undines words and saying the name of the person who helped the River people escape Orin Rakatha.  Once the Element to be attuned is freed then either light it with the Burning Flame or with Waters Embrace.  Air, Lightning, Water and Darkness need the Burning Flame and Earth, Steel, Fire and Light need Waters Embrace.


Physical prowess can be decided by lighting the Fire Essence within the appropriate prowess cup and ensuring that the Calming Essence is lit within the other two prowess cups; whilst doing this say the title of the leader of the guardians.  There are three prowess cups, one for sharp one handed weapons, one for blunt one handed weapons and one for two handed weapons.  When the fire essence is lit in the appropriate prowess cup, the weapon type to be dominant should be named.


To complete the ceremony you must sing the song entitled, My Lovers Gone.



Last Updated on Friday, 29 August 2014 09:51
 
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