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Moved orc arc to War of the Diarchy, added arc summary
 
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[[The Thanate Gambit|Read all recaps]]
[[The Thanate Gambit|Read all recaps]]


= Current Chapter =
= War of the Diarchy =


== Old Friends, New Frontiers and Screw the Orcs ==
On the way to the Orcish Diarchy, Turlain, an old friend of Kylin's father, scolds her for dragging the Nelson name through piracy and points the crew to a dwarven mountain fortress on the border. There the gnome Thanin shows them a cannon powered by black powder and hands them the diaries of a Rigalis from 1300 years ago, whose map leads to something hidden near Marymar during the Calamity. The plan is set: back Thur'kan's claim to one half of the Diarchy to buy the dwarves time. A first strike on an orc camp ends in an ambush, losses and a burning forest.


It was another boooring day on the ship. [[Strennun]] was cleaning the deck with his mage hand spell, me playing fetch with Helmut and Rof sitting at the bow of the ship. [[Kylin]] and [[Darfin]] probably minding their business in their offices. Little did we know, the lazy day was about to get exciting.
Turned away from the fortress port, the crew raids another camp at night, only to find the warriors gone and the women, children and elderly left behind. Kylin takes in a nameless slave, and an old orc woman, the crone, arranges a meeting with Thur'kan, warning Kylin of a decision that will break her.


As we continued, Strennun caught a glimpse of a ship following us. He also spotted that the unexpected company was flying familiar colours - the Nelson's cask. Everyone started shuffling around preparing for the imminent arrival of the ship. Everyone except for [[Roftag]], who - after a closer analysis - turned out to be Roftag's wolf pelt with the owner missing.
At the great oak, the shaman Ga'alak greets each of them by a strange title, and Thur'kan demands proof before any alliance. Roftag drinks from the shaman's bowl, wakes in his old camp in the Nine Hells and slays a great wolf. The crew then ambushes Tar'nok to weaken him, Thur'kan defeats him in single combat and swears to leave the dwarves in peace. Darfin departs for the Gnomish Academy, while the fortress port is overrun by orcs.


The ship approached us and we welcomed [[Turlain]] - Kylin' father's good old friend. He greeted us with some Nelson's whisky and steadily entered our ship crossing the plank - his long white hair falling over his shoulders. We introduced ourselves, set up a table and let the Captains discuss their matters.
Back at sea, Kylin burns a rat's soul to cast a black fireball. Her hair turns white, and she promises the troubled crew to stop. In a dream she ferries Tar'nok to her patron and wakes holding his two coins. A well-dressed fisherman on the open sea debates perception with Strennun before leaving through a door that appears from nowhere, and Roftag decides to leave the ship at the next stop and head home.


He was visibly annoyed at Kylin using the Nelson family name despite her - in his words - behaving like a buccaneer. A bold claim, given the Devilsfalls crew's commitment to fighting pirates ever since I joined. He recommended not landing in the Orcish Diarchy directly but sailing to a nearby mountain fortress and contacting Thanin - a gnome merchant who could help us out.
[[War of the Diarchy|Read all recaps]]


We discussed the logistics of navigating the Diarchy at length and began wrapping up the meeting. We also explained our plans and goals, raising some eyebrows. ''Do you think it wise to dance with the devil who kissed death himself?'' - he asked as he left.
= Current Chapter =
 
The barren tundra of the Nomansland slowly disappeared on the horizon and gave way to forests, flatlands and faraway mountains of the Orc's domain. We sailed along the coast until we approached a fishing village. Strennun swam to make contact, which, unsurprisingly, resulted in all kinds of confusion and misunderstanding. He did however learn that the slaves belonged to Gor'Kank - a minor warlord ruling these parts.
 
After his return, I stepped in to explain the savage ways of the orcs. Their hideous war culture, raids, slavery. Their hatred and beastly recklessness causing them to destroy, burn and raze to the ground any human settlements they encountered. How prowess in arms and brutality elevated the current warlords - [[Orc Warlords|Dur'Kan]] and [[Orc Warlords|Tar'Nok]] - to their positions.
 
Having reached the docks of the fortress, we were subjected to a cold welcome. A certain Thai-Rain greeted us and immediately started questioning our presence and honesty. Thankfully, the tense moment was diffused by the Captain. We left Danaan, Nori and several more crewmembers on the ship and set out to search for Thanin.
 
The gnome turned out to be a gnomess! We also got invited to a banquet and seated at an honourary table. We learned that the fortress has been coping with an increasing number of orcish foraging parties and the garrison is slowly wearing thin. They even started forcing the ships arriving at the port to bolster the local defence with volunteers from the crews.
 
Our dining abruptly came to an end as we were informed about another foiled orcish attack. This time, the defenders managed to catch a prisoner! We rushed out to assess the situation only to find Nori, who for some reason decided to leave on an orc hunt during our absence, guarding an orc scout. The scout - heavily beaten up and barely sitting up on his own - did not recognize my name or yield any useful information. To end his worthless life, Kylin stabbed him with a dagger. (Wasn't it one of the rumoured cursed daggers she owned? Guess I'll never know).
 
We went to sleep afterwards. Much remains to be done and I cannot wait to face the orcs in a skirmish again.
 
== Explosive Revelations ==
To head to Thinin we organize a guide to lead us up the mountain to the fort. Our guide is Delin, a slender elven women clad in a black cloak. She seems kinda pissed with us and leads us through Mountain past a stunning Waterfall. From there we can even spy some Warbands in the plains below.
 
After a climb next to the Waterfall we arrive at a massive lake. The lake has an unseemingly strong current as Strennun soon discovers, norrowly avoiding falling down the waterfall. Past the beatifully lake we arrive a huge staircase, where we pass the Dwarves heading to work. At the top we realize there was actually and elevator to the fort that we missed.
 
At the castle we are lead to Thinin's quarters. He is a small male grey gnome. We chat a little about the nearby politics of orcs and come to the conlusion that if we support Durkan we can destabalize the orcs which gives the dwarves time to help us out. After a scheming session Thinin leads us to his experiments to show us a cilindrical device pointed at a mountain hundreds of meters away. With some assistance the device is loaded and fires with an ear shattering bang at the mountain takeing a chunk of rock with it. I need this on my ship! Like maybe smaller cause not sure how well it would handle the weight. While chatting about logistics and slowly realizing that having my own boom box is not possible, Thanin mentions black powder. Didnt Rigalis call his powder that too?
 
Anyway I decide to mention Rigalis and that seems to stir something up. Apparently Thanin also knows Rigalis..... from books 1300 years ago. But from description it sounds like the same one. Thanin hands us the old diaries and we flick through and find a map that leads to something that the Rigalis from 1300 years ago hid during the Calamity. Through soem crossreferences with maps and what we knew of the continent back then we pinpoint the location near Marymar. Now we know our next destination after dealing with the orcs.
 
So I head back down while Brovara and Strennun goofed around in the fort for a few days. As soon as they arrive back we plot to take the initiative and hit a few orc camps near by. With a small crew and 2 day treck we locate one of their camps... but it was an ambush. The orcs run away while attacking us from the shadows killing some. Some crew also fall for the traps set up. Meanwhile Strennun, Borvara and I do our best to hunt down the orcs. For fear I also use a couple of fireballs to torch down the forest and incinerating a couple of orcs in the process. Saddly despite them fleeing this was clearly a loss, and we head back while the forest fire rages on.
 
==Burning the camp==
 
The crew approaches the gate, Rof joins the crew chasing a wolf like creature. The crew discusses how to discern orc leaders - tusks, skulls, etc.
Tyrane disrespects the captain which prompts a hold person and threatening words. Tyrane tells us to find another port. Strennung scouts port.
 
Brovara and Rof gather the crew. Strennungs Patreon is pissed.
The ships leaves the port.
There are several sightings of Rof's cape on deck. The crew decides to raid the next orc camp at nightfall.
At nightfall Strennun follows a slave to find a camp. The fighters of the crew assemble and prepare for the storm. Strennun turns invisible and enters the camp, killing several guards. Hearing fighting sounds, Brovara the captain and Rof also enter the fray killing several orcs and burning tents. It quickly becomes very clear that the orc warriors have left the camp and only the women, children and elderly are still here.
 
 
 
==Leaving the embers==
 
Brovara is collecting orc ears. We camp at the hill. The warriors went south. We take watch shifts. The captain wakes up to rabbit carcasses and cape. The captain adopts a slave without a name. Raschesh gets help by 'slaves' in his kitchen, which upsets him. Strennun walks through the camps remains. Captain orders to burn the corpses and we bake a big fire. Orc survivors leave the camp and we follow after them.
The captain approaches the survivors and demands to challenge Thur'kan - Brovara helps intimidating the orcs. One of the orcs walks towards the captain, cuts off his ear and tosses it at Brovara. Strennun saw the orc approach the captain with a knife and casts a spell, immediately killing the orc. "We need both ears" - Brovara
An older orc lady steps forward and tells the captain to go south to the great tree, then east hill and follow the stream, upon that hill you will find his fire.
The captain and the elder orc meet later and sit down with a fire between them.
What do you want? peace … for myself.
There will be a decision that breaks you, you will find peace, your friend will make sure of it.
Meet him at the oak, then he cannot refuse. The ork lady leaves to fetch Thur'kan.
 
After the ritual the captains tells Rof the plan. A ghostly lady hugs the captain, Rof tries to pull the captain out. Ghost disappears. The captain tells Rof about the wolf.
Strennun, who was following the tracks of the ork lady suddenly loses track as if she disappeared.
Raschesch is mad about the salves taking his job.
 
== Meeting Thur'kan ==
 
Before leaving for the big oak-tree, we go over the plan again:
* Offer Thur'kan to ally himself with us. We will support his claim to be one half of the Diarchy and in turn he agrees to not bother the dwarves or humans that are bordering his lands.
* For him to ally himself with us, we need to challenge him. There are essentially two ways for that to happen
** If from inside the tribe: Challenge the leader to a duel - either to first blood or to the death
** If from outside the tribe: Both leaders choose a champion, who will then fight either to first blood or to the death.
 
As we are not from Thur'kan's tribe, only the second way works for us. But that's only a last resort. We will first talk to him and see where it gets us.
 
The next morning, the Captain orders everybody else to pack up camp and get back to the ship to be ready to sail off once we come back. We packed rations for ten days and march off towards the big oak tree. After about half a week, we reach it and I scout ahead. It is located in the middle of a depression and there is a powerful aura of magic surrounding the entire area.
 
While I am crawling through the high grass to get a closer look, I suddenly get greeted as a 'Servant of the Turtle'. The one greeting me turns out to be Ga'alak, the Shaman of Thur'kan. He greets me and tells me to go fetch 'my friends'. I do so, too baffled to say anything else. 
 
When returning to the place with the Shaman, he is suddenly gone - that is until I basically run into him and he seemingly materializes out of thin air. He then greets the rest of the crew too. The Captain as 'Lady of Death', Rof as 'One who dances with the wolf', and Brovara as 'One who is driven by revenge'. He talks about how 'the crone' has announced their coming and he is to lead us to Thur'kan. Before leaving, he warns us, that The Tree is watching and no blood must be spilled on this holy ground.
 
Once we reach the tree itself, it is surrounded with six permanent huts, and about 30 orcs that attempt to intimidate us with a loud and rhythmic dance and shouting. The Shaman demands we leave our weapons with him before meeting the Tribe-Leader, who is awaiting in the sixth hut. It is dark in there, safe for a hearth with glowing embers. At the hearth, Thur'kan and another Orc are waiting for us
 
 
                    Strennun      Lynn
                    -----------------------
                  |                      |
          Brovara  |                      |  Thur'kan
                  |                      |
                  ------------------------
                    Roftag        Other Orc
 
 
Lynn offers Thur'kan the deal, but he insists of breaking bread first, which we do. After that, the Captain offers the deal again. Thur'kan is interested in theory, but wants one of us to complete a challenge for him to show him we're serious about it and that we can even support him in his claim. One of the following challenges needs to be completed:
 
* A gift of a pelt from a great wolf from Rof
* A treasure from the depths of the ocean from Strennun
* A feast with his Orcs and Brovara that does not end in violence
 
The captain moves to our backup plan and offers trial by combat, which Thur'kan declines. Rof volunteers to do his challenge.
 
Outside again, the Shaman tells Rof to grab his weapons and follow him on top of a big boulder, where he gives him a bowl to drink, which appears to be blood (to Rof it tastes like Ale). Rof starts to feel dizzy and is pushed off the boulder by the shaman....
 
... and wakes up in his old camp in the nine hells with an unnatural urge to hunt. He finds paw-prints in his camp and follows the trail to a magically darkened cave with a huge wolf inside. An epic battle ensues, where Rof kills the wolf in the end after much deliberation. During the fight, he calls upon his crew-members to give him advice
 
* Brovara: Get your revenge, kill the big wolf
* Strennun: Look around you and kill the minions of the wolf first
* Lynn: Trust in your instincts.
 
After killing the wolf, Rof drags the huge beast out of the cave and suddenly appears in the Orc-camp again, bloody and wounded.
 
== Ork King Medium-Rare ==
 
Ork King
:We ambushed Tar'nok to soften him Tur'kan 1v1
 
Tur'kan Meeting
:Tur'kan agreed to the deal to no longer attack the dwarves
 
Darfin
:He left after the ambush to visit the Gnomish Academy
 
Port Outpost
:Was overrun by the orks
 
Rof
:His wolf is named Pooka
 
:Regrets
:After Ambush retreat should have shot them more instead of invisible
:The whole crew did not shove the orcs more into the toaster
 
== Black Magic ==
 
Kylin burns a rats soul to cast a black fireball.
After casting the spell Kylin's hair turns completely white and the fingers on the casting hard become wrinkly.
Nori disapproves the use of black magic.
Brovara and Strennun question captains character regarding the magic.
Kylin reassures them that she will refrain from using it in the future.
 
Kylin has a dream about witnessing the orc's duel and ferrying Tar'nok to the other side and leaving him with her patron.
Tar'nok hands her two coins which she still posesses after waking up.
 
The ship gets into a natural storm (strennun checked), crew gets tossed around but no casualties, leak plugged.
 
We encounter a single well dressed fisherman in a skiff fishing on open sea.
After having a philosophical discussion with strennung about imagination and perception, the fisherman leaves through an appearing door.
 
Roftag after conversing with Strennun and Brovara, decides to leave the ship on the next stop to head home.

Latest revision as of 16:41, 22 October 2026

The Imminent Doom is a period in Arath starting in 1521. It is mainly marked by the war between the biggest realms the Democracy of Cahemelle, the Dwarven Republic, the Thanate Empire, the Orcish Diarchy and the Draconian League.

In the centre of this period of war an unlikely group finds its way together. These are the stories of this groups adventures. Though if you want to read what else unfolded during the time and what they might have kick started in other places of Arath then you might want to read the Backstory of The Imminent Doom.

The Fall of Marymar

The party meets aftermath of a contested landing between elves and dwarves. Not having many other options they band together and head out eastwards towards Marymar. There they meet the local Govenor and decide to help him out by collecting taxes in the surrounding villages. Not having the best impressions of the Govenor they stole his treasours and head out further east wards across the wide planis.

In those plains they find a cave inhabitated by a hag, that trubbled them in their dreams. After a short scuffle they then found her cursed treasoure and a ship in a magical bottle. During the following night a headless character finds them and explains that this is the Devilsfall and he would be loyal to the one who found it. In a quick pace they head towards the shore to test this new mans words.

While traversing the plains they saw that some sort of earth ball rise up into the air and then drop down causing a large dust cloud. With their new ship the party decided to investigate the event. They find nothing where Marymar was last and decided to head further west to the next fishing village, where they are told that Marymar is no more.

Wanting to figure out the extension of the damage they head out into the wilds the reach the lumberjack village at the southern forest, which they find almost abandond. After some time and arguing the party decided to head further into the dust cloud only to find a wizard in the deep crator who conjures up a Zombie Beholder.

The fight was tough and resulted in the death of Alloro.

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Rebellion in Goblin Town

Hearing of some struggles in the east the party heads out. Finding a valley controlled by goblins. A colourful band of rebells is fighting for their liberty against the repressive regiem of the Goblin King.

The party wants to help and sets out to hunt down some patrols and to pick up supplies. On their way back they decide to take a more dangerous short cut, which lead them into a runied dwarven underground city. The city is inhabited by mutated spiders and a Drider. Fighting their way through the city they then find the Drider in the throne room in which they challange her to battle. Infighting and bickering amongst the party leads to a loss of battle.

The surving members are handed over to the goblins, which parade them through the valley as openly as possible. Allowing the rebels and their crew to locate and free them. Wanting revenge the party sets out to target the King himself.

With the king dead his empire curmbles, his generals fight amongst each other allowing a new dwarven kingdom growing out of it's ashes.

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An Excursion to the Hells

Testing the skills of the party the dwarven pirate captain Greybeard asks them to pick up a package from Durnkuldir. Sneaking into the basement of the Genral Axethain they find the young dwarf Ozmock, Greybeards nephew.

Yet soon after Ozmock is kidnapped by Deviles on their way back to Greybeard, prompting them to follow them to the Nine Hells. A place full of fighting and constant struggles for power.

At first the party tries to break into the fortified camp of one of the Warlords, yet the resistance is stronger than they thought. If it wasn't for the support of their friend Captaing Teolgrag they would not have been able to return from the hells with the young Ozmock.

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The Breaking of the Council

Being a member of the Council since their first visit to Might Town the party tried to build up releations with some of the captains, mainly with Captain Teolgrag and Capatain Greybeard. Which is achieved by helping out with some tiresome tasks and other favours.

On a return trip to Might Town they find the city in turmoil, knowing their captain is in the city hall they charge in and find Ondas' and Hogans men currently trying to take over the city. In the mean time the Council is informed about a new opportunity, which results in the breaking of the Council.

Fighting to liberate the city the party makes a new friend Captain Tavia.

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The Curse of Conder Isle

Carrying Sulla, the cursed talking chair who claims to be an old god of fighting, the crew sets course for Conder Isle, Darfin's homeland, where an arena devoted to Sulla is said to be able to break his curse. On the foggy way south Strennun throws himself into a whirlpool, a mutiny is put down and Roftag becomes first mate. Days later Strennun is fished out of the sea by none other than Kylin's estranged sister.

On the isle the party crosses the faerie-haunted woods to Alse Edhil. In search of a book about the old gods they break into the house of Darfin's nemesis Arune Silvaris, steal the book along with a large crystal, and promptly end up on wanted posters. Darfin's wife Elora offers them a way out: help the elven rangers fight a curse spreading through the forest.

Deep in the cursed woods they find a hag nesting in an ancient burial mound and kill her, losing the bag of holding in the process. Beneath the tomb Strennun meets Anathar, an entity sealed in a monolith, who possesses him and Brovara before the crew flees. In a maze near Sulla's arena they clash with Wormtongue, whom Darfin banishes, and the blood of the fallen sets Sulla free. Square becomes his high priestess, and all but Roftag accept his gifts.

Back at the port they learn that Kylin is wanted for desertion and the Devilsfall has been seized. The party breaks into the keep, frees Jack and the surviving crew, and escapes, setting the elven fleet aflame as they leave the isle behind.

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The Thanate Gambit

Fresh off the elven isle, the crew burns an elven flagship and fills its ranks with new recruits, among them Falaria, Nori and Danam. At the hidden fleet Darfin and Kylin finally admit what they have become: pirates. A rakshasa disguised as Falaria strikes on board, and the new bounties arrive. When the captains gather, Teolgrag reports that Hogan, Ondas and Wormtongue have made a deal with the devils in the Deadlands. The alliance decides to strike the orcs and seek allies in the Thanate Empire, and Teolgrag asks Kylin to become his heir.

In Quarate, Strennun's homecoming sours when his father Vodan treats him as hired muscle, and the crew chooses each other over family. At Flavia's Frivolous Fantastical Fings they pay strange prices for strange goods: Kylin gets a dagger sworn to Rakdos, Roftag learns his name, and Darfin learns he has been undead for weeks and that a phylactery lies to the west. When the spice merchant Sinan threatens to hand them to Wormtongue, Kylin slits his throat and walks away with his letter of recommendation. Before the council Wormtongue appears as "ambassador" of the master wizards, but the council sides with the crew and expels him. They promise talks, not troops. Strennun avenges his Nana by killing Dunan in a tavern brawl.

Sailing east, the crew judges a band of captured slavers on deck, demotes Strennun for disobeying orders and leaves a failed assault on an elven warship behind. Falaria returns as a ghost, and Kylin is haunted by visions of the vengeful Dragon Turtle. At a lifeless tower on the coast, the place Flavia pointed them to, Darfin finishes translating the cataclysm book. It tells of a society that wielded limitless magic fuelled by lifeforce, and of six lowborn adventurers who hunted them down and rose to become the new gods.

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War of the Diarchy

On the way to the Orcish Diarchy, Turlain, an old friend of Kylin's father, scolds her for dragging the Nelson name through piracy and points the crew to a dwarven mountain fortress on the border. There the gnome Thanin shows them a cannon powered by black powder and hands them the diaries of a Rigalis from 1300 years ago, whose map leads to something hidden near Marymar during the Calamity. The plan is set: back Thur'kan's claim to one half of the Diarchy to buy the dwarves time. A first strike on an orc camp ends in an ambush, losses and a burning forest.

Turned away from the fortress port, the crew raids another camp at night, only to find the warriors gone and the women, children and elderly left behind. Kylin takes in a nameless slave, and an old orc woman, the crone, arranges a meeting with Thur'kan, warning Kylin of a decision that will break her.

At the great oak, the shaman Ga'alak greets each of them by a strange title, and Thur'kan demands proof before any alliance. Roftag drinks from the shaman's bowl, wakes in his old camp in the Nine Hells and slays a great wolf. The crew then ambushes Tar'nok to weaken him, Thur'kan defeats him in single combat and swears to leave the dwarves in peace. Darfin departs for the Gnomish Academy, while the fortress port is overrun by orcs.

Back at sea, Kylin burns a rat's soul to cast a black fireball. Her hair turns white, and she promises the troubled crew to stop. In a dream she ferries Tar'nok to her patron and wakes holding his two coins. A well-dressed fisherman on the open sea debates perception with Strennun before leaving through a door that appears from nowhere, and Roftag decides to leave the ship at the next stop and head home.

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