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Waterbrick Down

Heroica Master
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  1. Feel free to add it on to Quest 159. Tesni certainly left her mark and I think it'd be fitting.
  2. PC Thoughts Althior Emorith (K-Nut) - I'm glad Althior was able to come back for this last quest, it seemed fitting to have so many of the original players going at it one last time. While you were inactive for the latter half of the quest, your build mechanically saved the party on a couple occasions. As a whole, Althior's arc has always fascinated me, from starting mage, to depressed drunk, to prophet, you've always been good at allowing the character to change over time. You, Zepher, and CallMePie have in my opinion been the greatest examples of how to write familiars/companions well. While I was hesitant about Finnegan at first, I think you really showed how comedy could be done correctly through the use of a secondary voice without taking the focus off of your main character. Althior was also a great example of house alliance, while Arthur actually integrated himself into the Ziegfried family, I believe Althior did an excellent job of showing how dedicated a character can be to a cause/family without having a real stake in its survival. I only had the pleasure of hosting you for one quest prior to this one, but that one quest (116) was probably one of my favorites to host. Playing in quests along side you was as much a joy and even though both Skrall and I can never keep Althior and Atramor straight, your dedication to this game has been appreciated. Atramor Gibbin (CallMePie) - From the moment this game started you have never been afraid to have Atramor embrace the rogue with a heart of gold trope. You never really strayed from that mold, but I don't think any of us would have ever wanted you to. You really showed how the trope can be played without allowing it to become stale or predictable. Like K-Nut, I'm really happy you were around for the finale and as I mentioned in a previous post I can't express how fitting it was for Atramor to be the last one to leave the Hall at the beginning of Quest 159. In quest you pulled off your leadership roll swimmingly and I don't think anyone would disagree that no one was more deserving of the position of overall party leader and Atramor's eventual veteranship. Like Althior, Atramor's relationship with McCaffery was amazing and really highlighted how to elaborate on someones background to other players without having Atramor ramble on to the other characters. I really wished we could have gotten a little more closure around McCaffery's story, but I think leaving some of the mystery helps maintain some of the coolness of the arrangement. Mechanically I think Atramor may have played the most interesting advanced classes. Between Witch, Regulator, Decamon Drafter, and Rogue Thief, Atramor's loadout made him a significant threat to any enemy and always a challenge to balance for. At somepoint I think I gave up trying to purposefully create enemies to take him out and simply let him do his thing. Watching him play the first expert class I created was always a joy and it's cool to see how certain mechanics you invent in theory get applied by someone else. As one of the oldest players in the game, I got to not only host you, but be hosted by you, and play along side you in so many quests that it's hard to boil them all down into a single sentiment, but I've got to say, over the years you have been one of my favorite players to have in this game. Your insights into mechanics, storytelling, RPing, and your attitude with which you shared those is something that kept me coming back to this game again and again. It's been absolute thrill playing with you! Benji Carvenhall (Flare) - It was really great to have you for the Finale. Even though you didn't pop in till Act 2, you still made a significant impact upon the quest. As a player Benji definitely took the eleven archer theme and ran with it which was cool to see. When you decided to go beast warrior and really play up the Jekyll/Hyde aspect of the class I was equally impressed. Your contributions to the game through your two quests always make me smile as they helped bring some levity to a sometimes to serious game and for that I'm grateful. As a member of the Quest 116 party, you will always be part of my favorite trio of heroes I had the pleasure of QMing. Hoke Ablesword (UsernameMDM) - I think you've said it before, you are Hoke and Hoke is you. If nothing else it has made your character one of the most consistent in the game. As another of the first wave of heroes, I think it was fitting having him along and take such a dominating role in the quest at least battle wise. Hoke has always been one of those characters I had a hard time balancing against and like Atramor I finally decided it was easier to simply allow him to do his thing and make sure the enemies don't get slaughtered too quickly. Build wise, between Guts, Arthur, Pretzel, and Atramor, Hoke is probably one of the strongest forces to contend against and I've always respected your dedication to a mechanically sound build. I know you had a few moments of frustration with your class mechanics during this quest and I'm super grateful you compromised some of your advantages for the realism of the situations. Hoke has always been one of those characters whose goals are pretty straightforward. He wanted to be a dragoon and he kept to that path no matter what and I think your dedication to that goal should be admired. Your handling of Torc while different then a few of the other dragoons I felt fit Hoke's style. Hoke comes across as more of a GoT type fantasy character than a Eragon or high fantasy character and I think it did him well to extend those qualities to Torc. For all the flack you might get for not RPing too much, I think your final epilogue in quest 159 really showed off your writing chops and while I'm slightly sad we never saw any more of that, I'm glad you shared that with us in the end. As another player I've had the pleasure of hosting multiple times and playing along side, it was great to always have your dependable character. Arthur Justus Regulus VII Ziegfried (Flipz) - Where to begin... Outside of Sandy I think you have cared more about the lore of this game than any other player. That and your dedication to giving constructive criticism to both players and QM's alike is something I've always admired about you. While I was sad to see you go with your hiatus I completely understand why and was overjoyed to have you back for the wrap up of Heroica. I think everyone would agree that no one can match your strategic reasoning and your propensity for figuring out the best tactics, but I think we often forget that you managed to integrate that seamlessly with your character's personality. It never felt jarring to have Arthur explain the best path forward, because that was who he was. I remember when you first started playing and being cautious at your enthusiasm, but I think over time you settled in well as a player that others could trust and a needed voice of perspective on how things both in game and out of game affected others. As a character, I've got to say, you managed to weave so much lore into Arthur that I sometime wonder if its a little too much. You really swang into the deep end with the chaos arc, but I think you recovered well and were able to see the impact it had on how your character was perceived. Even then you didn't retcon those flaws or mistakes, you incorporated them expertly into the characterization of Arthur moving forward. All in all your contributions to this game would be too many to count, from the Theater and it's wacky plays, to expert job class analysis, to your wiki entries, to your very own quest. It's been an honor developing this world along side you and watching you grow as a player. I'll really miss playing with you. Dyric Rone(The Legonater) - The original assassin of light! I remember reading Dyric for the first time and simply pegging him as one of those loner angsty rogues with a tragic backstory, I'm glad you've proven me wrong a dozen times over. Dyric is a superb example of having a backstory that informs his character but doesn't control it. While I'm sort of disappointed we never got a full Duplovia quest line, I feel in someways that I've been there, just through how it has come out in Dryic's characterization. His overall arc is one of the best in Heroica and I think anyone would be remiss in not reading it. The ending you wrote for the character was fitting to a 't'. In quest it was fantastic to watch him really embrace the heroic outcast role and serve as other heroes' hope that things were turn out right in the end. I loved the somewhat existential crisis he had with the Miracle Worker and it was one of my favorite bits in the quest. I really only hosted Dyric once, but it was probably my favorite quest and the memories of the times Skrall got to travel with the assassin throughout the entire Wren arc will always be precious to me. Mechanically I have got to give you props for sticking with a single class for so long, it really speaks to your dedication of the character concept and I think he sort of developed a type in his own right. Like Atramor I think it speaks for itself how many people felt he deserved veteranship, and I think its a testament to your style as a player. It's been an absolute blast playing with you. Karie Alderflask-Cour (Kintober) - One of the few characters I enjoy arguing with in character. I was a little worried about how closely Karie was becoming tied to the syndicate lore, but I think you managed to keep her independent enough to not be tied down by it too closely. Karie is one of those characters that's easy to like, she's multifaceted which allows her to establish relationships with other PC's on multiple levels and I think that is what kept her engaging. As a player you did an excellent job of balancing backstory with changes your character faced from actual quests. You took the experiences such as Karie's constantly being hexed and rolled with it. While it may not be my favorite romance in Heroica, I think the way you realistically incorporated Masson into her story really helped breath life into your portrayal and I think your willingness to work with another QM to impact your character is commendable. As one of the few minstrels in the entirety of the game, I think you truly showed how game-changing a support class can be in Quest 159. I'm sorry we never really got to go into Kayla's backstory anymore, but I'm really glad you were willing to lead your particular party so strongly. Between the debate with Rook, Ulric, Patricia, and even the other heroes at the end, I think you were an excellent example of how to argue from a character's perspective and not simply from your own personal feelings and that was simply amazing to watch. Your epilogue was a great send-off and I'm glad Karie got some solace in the end. Lord Lawrence Boomingham (Zepher) - Being among the early wave of heroes, Boomingham is another of the tried and true characters. You've played him for so long your interactions simply come across as natural. Like Atramor and Althior, you demonstrated perfectly how to portray a secondary voice in the character of Barty. I was truly saddened when he left and I shed a little tear at your nod to him in your epilogue. Out of all the characters you did the best job at allowing your backstory (and a pretty unique one at that) to not dictate the future of your character. Throughout the entirety of Heroica I don't think it ever felt like any of his progression was forced. He slid from one arc into the next seamlessly and you did a fantastic job of balancing inner and outer monologue. As a QM, outside of Sandy, I think you had one of the most impact storylines on all of Heroica with the Wren saga. I think it's been shared enough times that she really was one of the best villains we've ever had and I've got to give my hats off to you for giving us so many wonderful and unique NPC's over the years. Between Hans, Felton, Tadpole, Guffington, Gnash, Daneeka, Vipera, the list goes on and on each and everyone of them near and dear to not only my heart but all of the players of your quests. I got to host Boomingham quite a few times and each time was a delight, I'm sorry I never game him satisfying conclusions with sub-villains like Natnail or J. Smith, but it means the world to me to have had such minor characters have such an impact on the old king. In Quest 159, you demonstrated once more Boomingham's experience and perfect balance between authority and friendliness. He was a dependable voice of reason and the number of times I smiled at his responses are too many to count. When Sandy decided to leave, I'm glad I had you to work with to try and maintain some of the spirit of the game and while you, JimB, and I knew the inevitable was approaching it was nice to not have to face it alone. One of these days we'll have to meet in person and I will shake your hand for the tremendous impact you have had upon me as a writer and a RP'er. Thank you! Matthias (Stickfig) - Matthias has always been one of my favorite PC's to QM and I've been lucky to have him on a few of my quests. As has been shared previously he's such a tremendous amount of fun to not only read but also interact with. The way you ran with the Chesterine interactions was perfect and I think you've done a fantastic job at letting the little guy grow as the years have gone by. I know life engagements can make involvement tough, but I'm thankful for your dependability and for always bring a cheerful attitude to the game both as a PC and as a player. As one of the newer wave of heroes before things started to slow down, I think you have been a great addition to the community and am glad that your character had such a lasting impact. Monk Pretzel/Petaldan Parfenius (Palathadric) - I was never too sure how to take Pretzel. Was he supposed to be satirical? Either way I think you showed that regardless of how he started he was adaptable to the ever changing story around him. I remember hosting him in Quest 108 and 155 and really starting to grasp just how much he wanted to have a positive impact on the world around him. Even though the beginning was rough, he really came into his own eventually and I think made him a dependable ally to a lot of the characters. Mechanically, I think we can all agree at his point that the Artisan is OP , you at least did a great job at showing off some of the more interesting combos, even if it did make balancing battles for him a nightmare. Petaldan has always felt somewhat like the opposite Pretzel, he isn't cynical, he has an innocence about him that is simply magnetic. Quest 149 really highlighted his character I believe and seeing him take a leading role in quest 159 was amazing to watch. The little group of Torald, Ezeran, and Petaldan has been through a lot together and watching them each come to differing character development points by the end of the quest was really heartwarming. Allowing the little guy to become a Paladin was one of my favorite parts and his commitment to good really set him apart form some of the more jaded characters. All of this goes to show that you're a top notch RP'er and I really appreciate your consistency throughout the entirety of the game. Nerwen Calmcacil (Chromeknight) - I was sorry you couldn't be as active as you probably would have hoped, but I am glad you were with us in the end. Nerwen as a character is another one of my favorite examples of natural RP. Her character arc is exceptional and I think had she been a little more involved there was a strong case for her as a veteran. Either way, you have always been one of my favorite players to read and QM and I have a fondness for all of Nerwen's quite charm you exuded in the quests she participated in. Vindsval Half-Born (Asphalt) - From the moment Vindsval entered the scene I think most of us were intrigued, if by nothing else than the figure! Over the years you've done a particularly incredible job of displaying how a faith character can be RP'd well. Vindsval's entire arc with the Wanderer has been tantalizing and I was super excited when he finally got access to the Vindicator quest (one of my most enjoyable contributions to this game). In 159 he showed time and time again how rock solid his faith in his deity was and as a QM it really is a delight to be able to have such an anchor character available to bounce scenarios off of. While it did make him difficult to argue with I think you did an amazing job of making your character approachable and at the same time true to his beliefs. Mechanically, Vindsval is a beast in terms of raw damage output. The multipliers you managed to stack through your class, artifacts, and weapons was insane, but at the same time thrilling to watch as he'd totally decimate an enemy in a single hit! I don't think there's anything for me to criticize. As a more recent addition to the game you definitely left your mark and it was always a great time either QMing you or playing along side. Eric (Khorne) - Sorry you weren't able to commit yourself fully to the quest, but thank you for keeping me updated. Eric is a great example of a somewhat selfish character that people still don't mind rooting for. He's passionate about very few things, but he still manages to be relatable to readers. Ever since he walked into the hall I wondered what niche he would fill, I think you carved out his style quite nicely and did a great job of setting up a fantastic grudge against the Bonapartes that while it never overwhelmed his portrayal it healthily influenced it. I would have definitely been interested in more quests from you as I think you had an excellent QM style, but I know how life can get busy. I will say your contributions to the Nord lore were top notch and I really think it helped to flesh out a rather under-represented part of the game! Ezeran Yavarr (MysticModulus) - Not many people can claim to have such an odd character. Even then not many can claim to have not milked that oddity to death in their portrayal of their character. You did a superb job of allowing Ezeran to become his own character without ever allowing the symbiot to overshadow his development. Along with Petaldan and Torald, you helped to cement the newest block of heroes in the game and I'm glad you were able to play so much in 159. Even though Ezeran was slightly undergeared in comparison to some of the other heroes, the fact that he held his own against several enemies was impressive and your writing of him was top notch. John 'Heckz' Brutenhal (Cutcobra) - Ah Heckz, probably the nuttiest PC Heroica's had, but somehow or another the most endearing. I think you found a niche for the guy earlier and you did well to stick to it. We didn't have many comic relief characters in the game and I think your writing was a breath of fresh air for some of us. When you contact me about joining I was glad to jump at the opportunity and although you couldn't commit to the end, I still feel that Heckz got to show off his signature flair as we've all come to love and laugh at. As a fellow QM I've got to commend you for your bravery in hosting, its a daunting quest, but one I think you handled well and wouldn't have minded seeing more from you. It was really nice playing with you. Kiray Nastayo (King of the Zempk) - This quest was honestly the first time I actually got to QM Kiray and like Hoke she comes across as a very consistent and logical character. That being said, I think your willingness to allow her to be adaptable to the quests around her speaks volumes to your ability as a RP'er. The romance between her and Dianna, while not one I had really read very much of, truly showed how comfortable you were with allowing your character to grow and progress in her own storyline perhaps free form any preconceptions. As a fellow QM it was an honor to be able to make the scenes for your quest and like Cutcobra, I've got to congratulate you on undertaking the harrowing job of providing other peoples entertainment, you did it well and you definitely grew over the years. Lind Whisperer (Lind Whisperer) - Lind I'll be honest with you as I think you can take it. When you started playing, you definitely frustrated me, your character, your play style everything. But over the years you've definitely grown as a player and your character has progressed as well. You were so enthusiastic that I think it was a little off-putting, however I think your willingness to recognize your flaws really shows tremendous strength of character. Thus I was glad when you asked to join in on Quest 159. I liked that you tried to make amends in character to other PC's and I think as a strategist, while not on the level of Flipz, you do a pretty fine job. I think parts of your enthusiasm for the game were contagious and I want to thank you for being not only willing to take constructive feedback but give it as well. Your encouragements throughout the running of the quest were also appreciated and I'm glad you were able to enjoy yourself. The Demon Germ (samurai-turtle) - I've said a lot earlier about Germ, so I won't add too much except to say thank you for your willingness to continue playing. People are under no obligation to participate in these games and the fact that you were dedicated to keep playing even when you weren't sure how much you liked Germ or anyone else did, speaks volumes to your play style. It was great playing with you and thank you once again for your patience and consistent challenging of the norms. I think its something we all needed from time to time. Throlar Wineghilm (Lord Duvors) - We've spoken a lot in PM so I won't deliberate too much here, but I do believe Throlar ended up as one of the best negotiators in the game and that credit is all due you. While Throlar often came across as contentious and argumentative I think it truly did stem from honest convictions that you wove into your character. While at times it was a little difficult to sift your opinions from Throlar, you did a great job of having patience with the other players and PC's and trying to be understanding of their individual perspectives. Throlar's paladin relationship with the Gray Angel was one of my favorite parts to RP and I'm glad we finally got to see him into his advanced class. You sometimes second-guess yourself and I think that shows that you really are concerned with portraying your character well and for that you are to be commended. I've got to host Throlar a few times and every time I've been impressed by the way you keep him consistent both personality wise as well as story wise and how each quest he's been on has shaped his perspective on the world. Well done. Torald Waruelf, Matchmaker (Alfadas) - Torald is one of those characters that people like relating too. He's a tremendously good example of a barbarian done well. His arc is fitting and the relationship he established with Petaldan and Ezeran is an arc in and of itself. When he decided to interact with the Pandemonicon in Quest 159 I was initially hesitant not knowing how much you'd like to play with that aspect of your character. I never should have doubted you. You played the torn allegiance character very well and I was glad to be a part of that unfolding. Your decision to step into the portal unplanned floored me and in the end I think it really game his arc an incredible conclusion. While his friends may mourn, I think you managed to really leave a lasting impact on the PC's he's quested with over the years and that was really special to watch. To all the other players over the years who have contributed to this game: @Sandy, @CorneliusMurdock, @JimBee, @Scorpiox, @Jebediahs, @Scubacarrot, @Endgame, @swils, @Quarryman, @Darkdragon, @Siercon and Coral, @Capt.JohnPaul, @Masked Builder, @Tanma, @The_Customizer, @Myrddyn, @LordoftheNoobs, @Sisco, @Bricksandparts , @Pyrovisionary, @Emjajoas, @Costy , @Pandora, @Purpearljellyblob, @Dannylonglegs, @Peppermint_M, @Rumble Strike, @Professor Flitwick, @posades, @Tachyon you have been amazing and have impacted my life in ways I can't even imagine. Thank you! We made it over 7 years, over 159 quests, over 150 players, through forum shut downs, forum software changes, image hosting site shut downs, 1 mafia game, nearly a dozen special events, building contests, and an uncountable number of milestones in the lives of our players both euphoric and tragic. This experience will always be something I hold near and dear to my heart.
  3. Alrighty folks, so I'm still not sure where to begin. But first off, let me reiterate how thankful I am to everyone who took part in the finale. Looking back over the community we built over the years, it's astonishing what we managed to pull off. Not only did we create a game system, we created an entire world, history, and experience unlike anything I've ever had the honor to be a part of. To Sandy most of all, thank you! To the QM's and players, you have been amazing! Now on to the quest. During the later part of 2017 it became apparent that we were really starting to lose our player base, rather than let this game simply fizzle I thought I'd try my hand at bring things to some sort of fitting conclusion. I've never been great at huge overarching quests and I think some of those inadequacies showed up in 159, but I figured everyone deserved an ending to what we had created. Right from the onset I knew I wanted to bring the Founders into the quest somehow. With so much lore and mystery surrounding them, I figured this would be the last shot to expand upon them. From there I needed to figure out how they managed to arrive on the scene. Time travel was a little too sci-fi for my taste and necromancy was a little too cliche, so I landed on simulacrum. I had been watching a bit of HBO's West World recently and the whole concept of beings born of dreams and instilled with life fascinated me. So I knew that the Founders were going to be based on someone's dreams/memories, that was no problem, it had been established earlier that Euflear was still around, I simply needed a mechanism from which to create the simulacrum. Enter in Rosier. A being tied to the Fae, of which Euflear was closely tied, and who had a history of run-ins with Heroica, i.e. all the archdemon and Pandemonicon quests. Her quest to devour all things fairy dust, a substance of pure creation and morphology, created the tie for the creation of simulacrum's of any being's hopes and dreams she fed off of. Euflear's remembered the Founders in their prime, their first quest would thus be to ensure the safety of Eubric. From there evolved all the setup of the quest, the exposing of the houses, the take-over of the hall, etc. With the stage set we were ready for Act 1. I do remember when the Walking Mountain and the Doomsayer walked into the Hall, the response was just perfect as folks began to make the connections as to their identities. Atramor's exit was also incredibly fitting as has been previously noted. Act 1 was pretty straight forward, present the heroes with the fallout of the Founder's takeover and let the chips fall. The vast majority of the quest was intended to be free-form and it was super exciting to watch all of the groups develop and start to formulate ideas on how to handle the situation. Pretty early on some of the heroes emerged as leaders of the smaller parties and I was glad to see everyone somewhat organize themselves without having to do it for them. I can remember thinking that you all did a fantastic job in deciding on differing lines of investigation and checking out the different leads. The bar-room fight was geared toward reinforcing the rebellion sort of feel to the quest and I think it worked well. It was cool to see how some of the heroes definitely weighed their actions since they had had previous dealings with some of the town watch and paladins before. Act 2 was chaotic to say the least. While it was fun allowing folks to pretty much have free run of the city, handling three groups at a time was exhausting and I'm grateful for all of your patience while I ran the sections. The dragon house group definitely ran into some of the toughest challenges, both intentionally and unintentionally due to their level. It was fairly straightforward but I think the group had one of the biggest impacts upon the overall quest by recruiting Bellanotte and defeating the Doomsayer. The dragon fight was probably one of the toughest I've ever designed and it was pretty amazing watching a high level party work together so well. The dragon puzzle was also high in terms of difficulty, but thankfully the group was pretty dedicated. I've said it earlier, but I am sorry about the Doomsayer fight, in retrospect I realize I didn't do a great job of communicating to the party that returning to the Dragon House might have consequences and that the Doomsayer may have been too much for the party to handle alone. Granted the party managed to find away around the mechanics of the fight and I'll admit I was a little frustrated with it, but in the end I think it all turned out for the best. The Golden Dragon conversations and Matthias's interaction with Chesterine more than made up for the gaff and I think it helped me with some of the other Founder fights in the other quests. After the Dragon House I was glad to see the group head for the Embassy and rescue the Lion Knights as I felt the group certainly deserved to have their spot in the finale. The Hovels group was interesting, they certainly found out some of the earliest information regarding Rosier and Germ's memories certainly helped to nudge folks in the right direction. The bits with Elphaba were great in my opinion and I feel she's always been an underused NPC, outside of her merchant role. The tracking of the flowers and the Hanging Gardens scene were just how I had hoped. The party's bits with Waldorf and the puzzle door were perfect and while I was originally worried no one would figure it out, you pulled through. The fight with Lady Luck was more in line with what I had planned, essentially previewing their strength and elaborating a little more on the Founder's motives/future plans. As the party headed underground, Torald's relationship with the Pandemonicon deepened and I am so thankful to Alfadas for running with the entire bit, it really helped to be able to give the players a nudge when necessary. The group picked up more clues as to Rosier's intentions and finding the Oracle cemented the real danger the city was in. Heading into the Sewers Party subquest I wasn't quite sure what to expect, however the group had some of the most influential RP exchanges out of all the subquests. From their interrogation of Rook at the Eubric Herald, the negotiations with Ulric, the tracking of Asa, to the last minute warp from Tritech, and the final battle in the Fae and rescue of Euflear the party was a thrill to watch. This group also managed to pick up the most extra PC's netting Skrall, Lind, Benji, and Heckz. All in all it was a lot of fun hopping from area to area. The Tritech fight with the Walking Mountain was as nail-biting as I had hoped and the assault on Rosier's forces in the Fae was excellent teamwork. With the last pieces of the puzzle, the groups were ready to put everything together. Act 3 took a little to get going, while it was exciting watching everyone bring all of the clues together I will admit the free form nature of the quest did make it a bit chaotic when it came time for everything to coalesce. I really wasn't sure what the group would do in terms of either going to stop Rosier or confront the Founders, but I think it really speaks to the heroic nature that's been cultivated over the years in a lot of the heroes to stop the immediate death of the innocents. Storming the fort brought with it some interesting challenges mechanically. With such a large party (28ish I believe) level discrepancies were unavoidable, thankfully I think for the most part the battle ended up being manageable. The actual Founders battle was something I stressed over for a while, I knew I wanted to make them powerful, the epitome of heroes, but at the same time conceivably beatable. Because of the system we run, statistical swinginess is somewhat unavoidable and all in all it felt like there was some reservation about the balance. In the interest of allowing for a satisfying confrontation, I decided to let the Founders take a rational approach to the problem at hand. After all they were Euflear's unknowing creations and while I know some of the heroes were really chomping at the bit to have a go at them, I figured it was better to allow for the final combat to get to the root of the problem. I figured it wouldn't have felt right to have two climactic battles and thus in order to preserve the Rosier confrontation diplomacy won out. As mentioned in an earlier post, the dream sequence was one that I had been planning for a while and I'm glad the ruse lasted as long as it did. The Rosier fight itself was almost deadly after the first round, but in true form everyone finally worked together and saw out the victory. The ending negotiations wasn't something I had quite planned on, but it sort of made sense given the state of the city and hopefully everyone was somewhat satisfied with the way things turned out. I will say that I hope no one felt slighted for not ending up a veteran. I contacted each of you about how you saw your characters ending up and a lot of you had a preference for veteranship. Hopefully I was able to capture the consensus of the group and I did not intend for anyone to feel slighted or looked down upon if they weren't nominated. In my book you're all worthy of veteranship. From a quest overview perspective, I enjoyed my time. The battles were some of the toughest I've ever had to manage, the puzzles were great watching everyone tackle them, the sheer number of NPC's I got to bring back was enjoyable in and of itself, and getting to allow everyone one last romp through Eubric brought me a lot of joy. I'll have more to say about individual players in another post and my thoughts for the future of Heroica or whatever game comes next. But I've got to say that over the past years this game has meant so much to me. Since I started, I began dating my now wife, graduated college, got a job in my field, got married, had a kid, had several close relatives pass away, and through it all this community has been part of that. I didn't even know what an RPG was until I started playing Heroica and now I DM 2 D&D games on a regular basis. This game has kept my love of LEGO alive and has allowed me to progress in my building skills farther than I probably ever would have wanted to go. This game has yielded such great friendships and I am truly grateful for each and every one of you.
  4. Side quest PM's should now all be up. Someone let me know if I'm forgetting anything. Also if anyone was wanting pictures in the Hall let me know.
  5. Pretzel's conversation with Asa at the Inn of the Weeping Gargoyle here
  6. Dyric, Matthias's, and Bellanotte's Side Quest from here After the main 159 hero party tripped the Ziegfried front door trap a number of them ended up in the void and had the following conversations
  7. PM Side Quests: Torald's Conversations with the Pandemonicon Dyric's Side Quest from here Boomingham's conversation with Rosier after eating one of her roots here and becoming a quasi-dark druid
  8. I think you've struck upon one of the biggest struggles I faced with this quest: how to give a satisfactory conclusion to every player. I think we all intrinsically wanted a happy ending, peace restored, evil vanquished, etc. the trick was allowing to come naturally as opposed to directing all the players in a "rail-road" fashion. Glad to know it worked for you. While the extra players was a little daunting balance wise, I was glad to incorporate whoever wanted to come along. Given the number of years people have sank into this game, I figured everyone deserved a chance to be there for the finale as much as they could manage. All in all I think we had five extra players who jumped in mid-stream, but I don't think I would have wanted it any other way. The more I've gotten into RPG's, the more I'm convinced that allowing people to play how they want and being open to reasonable changes in the middle of a game make things more enjoyable for everyone as opposed to making folks stay locked in to my particular vision of how the story should go. 1. The remainder of the dragon eggs that the count was sent to protect in the event of anything happening to Cain. The Founders needed to ensure that any considerable force that might be used against them was under control. Hence why the moved on the Tritech corp to secure the company's automatons. 2. Only in name to give a clue as to what was happening in the Fae. The epilogue with Torald was unplanned until he decided to step into the void. 3. Rosier would have eventually broken through the door and into the city between the worlds spreading her control to countless other planes of existence. 4. The Founders would have hanged Heroica's supporters, then moved to quell the Hovels uprising, and at last start hunting down the heroes. 5. In theory it was a possible ending, but I figured it was better as an epilogue as opposed to making it part of the quest ending. There was already so much going on, throwing a wrench like an inter-dimensional portal into the mix seemed too much. Having not been able to play Skrall in over a year, I was really starting to miss the guy. I'm glad he was able to be there in the end even if it was a quasi-NPC. I'm satisfied with his ending and glad for everything he's been able to experience. Thanks again for all your feedback, I know I've given you grief previously about your play style, but I'm glad Lind was able to come along for the end of the ride. I've really seen you grow as a player over the years and am glad you've been willing to allow this game to positively shape both your PC and your play style. I'll speak more about this further down in the post, but the Founders were never intended to be straight up villains. They were an ideal from a bygone era, however because they were actually the Founders in spirit it meant they were in the end rational and I think it speaks volumes to Heroica's ability to solve the conflict with them through peace rather than war. I think the perspective of Rosier as a villain may be dependent upon which sub-quest you were on. The sewer's party got to deal first hand with the problems she was causing, but I'll admit for the other parties it probably came out of left field a little bit that the archdemon was pulling the strings behind everything even if it was inadvertently. I still like to think of the Fort battle as the climax of the quest, it really got to the heart of the issue, the Rosier battle was simply the heroes doing what heroes do best; kicking the megablocks out of archdemons! The quest structure was intentional. I was certainly hoping for a "Starwars: New Hope" feel and am glad that came across in the opening act. I completely agree watching everyone having to intentionally interact and react to the predicament they found themselves in was great. It was cool to see interactions between certain PC's that wouldn't happen usually. As far as specials go, I'm not one for battle mechanics, but I figured with this being the last quest we might as well try some new things to give people some variety. This was the hardest part of the quest, keeping all three groups involved and somewhat balanced on their different paths. The one I kind of hurt the most for is the dragon house group. I'll admit I wasn't sure how to handle your idea to go get a necromancer to actually question the corpse of the Golden Dragon. I figured you had your answer, i.e. the breathing Golden Dragon is obviously a fake because her corpse is in the crypt, and wasn't sure how more information would help you. I wanted to express how dangerous things were to be out in the open, i.e. the dragon fight, but also wanted to communicate that the heroes couldn't move about the city freely, i.e. the Doomsayer fight. In the end I think it worked out, Flipz joined the quest and the Chesterine Matthias arc began, but I probably could have handled the execution better. The dots connecting was intentional, I didn't want one group of heroes running the show, I wanted everyone to have to work together and bring their pieces of the puzzle to the light, that obviously allows for some confusion just as a jumbled puzzle does, but I think it resulted in a better collaborative experience for everybody. As I touched on the first part the Founders were unfortunately never meant to be the overarching villains, also when the Founders entered the battle it definitely felt like most of players thought the battle was unfair, I'll touch on this later. The best compromise I could come up with was to allow the Founders to be swayed and aim for a better balanced battle with Rosier. I really appreciated Dyric's interactions with the Miracleworker and the arc he went through I thought was fitting. The dream sequence was something I was really looking forward to and am glad you enjoyed it. The trope is often seen in plenty of pop culture and I was excited to see how well it could be pulled off in an RPG game like Heroica. Freedom vs guidelines has always been a particular sticking point for me. I'm glad it didn't interfere to much in your enjoyment and I'm glad to have had Dyric participate so much. Dyric has always been one of those PC's I wished I could have run a story specific quest for as I think you've struck the balance between having a character informed by his past but not weighed down by it. His interactions with heroes both old and new has always been refreshing and as a QM encouraging to know that I have a player willing to get along with everybody else. Thanks for all the great moments you and Dyric have brought over the years. I don't think Germ's thoughts are confusing, they simply come across as an inner monologue, which usually work in books or films, but are incredibly difficult to pull off in RPG's without breaking the immersion of the moment. The quest was indeed long, but I'm glad you stuck through it and I think Germ provided some of the more balanced perspective in keeping everyone grounded. I'd agree with you, Germ never quite fit into a group. I thought we might have something a while back between Boris, Nalguz, Germ, and Na'im as the misfit group, but unfortunately that pairing didn't get to make it to other quests. I do have to give you credit for trying to play Germ as 'other'. Most of the time when people play a non-human race we tend to simply make our characters different colored-humans, or scaly humans, or humans with wings, or tusks and never really get into the parts that make the character not-human. Seeing things from an alien perspective is hard enough, responding and interacting with the alien perspective is tremendously more difficult. For what it's worth I think its awesome that you tried. RP'ing is tough enough with a small group, with a large group of 20 something or more people there are going to be plenty of times where a PC can get lost in the confusion. I think part of the hard part of relating to Germ was he seemed too aloof or too focused on his backstory and not on the stuff going on around him. RPing requires some suspension of disbelief and Germ sometimes seemed to omniscient which made interacting with him as a PC difficult. Granted it also allowed him to be a voice of reason within the group, so he had that going for him. I'm glad you decided to to be on this quest and like Lind I do think Germ has grown over the years. Maybe not in ways you might have anticipated, but it was growth none the less. More to come this evening...
  9. I do, there's a lot of them, so it'll take a bit of time. I'd also encourage folks to read through the other 2 parts of the quest. All 3 threads had some great moments and I'd hate for them to go unnoticed.
  10. I don’t mind editing the post. Feel free to send me headshots if you want them included.
  11. Sham Poo wanders into the hall before setting himself up behind the bar. "Get a job she says, I can't keep losing you she says, hitch-hiking is no way to start in business she says. Fine I think I'll start here. Let me know if you heroes need anything to drink... or otherwise."
  12. "I think you made your position clear. Unfortunately your terms are not one that we can accept and if you think that my men aren't prepared to block..." "Attina, enough! Let it end... These heroes are not to blame for the distrust this city has in the Bonaparte name and everything that has evolved from it." Attina goes to hold her daughter's hand, "But know this, you are not to blame either... They do not slight you for the protection you have provided to this city from the north all these past years. The burden of guilt lies upon your uncle, your father, and I. I allowed for the tyranny your uncle forced upon the men, I allowed your father to continue in his depression, I allowed my connections with Heroica to interfere with my responsibility to you.. I am sorry my daughter." Attina stares at her mother for a long moment as a tear runs down her cheek, she clears it away before addressing the heroes. "The fleet will sail north, they will not trouble your waters. If our... your city is ever in need of aid, send word." With the Bonaparte's leaving the heroes spend a few more days in deliberation, speeches are given, efficiencies debated, but before long six new veterans step forward prepared to lead Heroica into a brave new future. Atramor, Dyric, Hoke, Karie, Vindsval, and Asa. Together the veterans pledge along with the remaining heroes to strive for neutrality in the affairs of the city and to serve as its arbitrator and protector for as long as the city would have them. A council of representatives was put forth to oversee segments of the freeport's society, Valentine Ziegfried was designated minister of magical affairs, Doc Daneeka was installed as minister of science, Detective Warlock Hoples was appointed minister of the city watch, Skrall took on the ministry of public works, Commander Fervent of the paladin forces after resigning his post was accepted as minister of military defense, Doctor Monalisa Giocanda was established as the minister of business, and finally Teresa Finneldria accepted the ministry of foreign affairs. After much heated debate and deliberation it was determined that a public election would be held for the office of the freeport’s prime minister for a term of three years. Through the utilization of the z-mail system a nail-biting race ended with Ulric Wolfkin taking the seat. Between Ulric, the council, and Heroica a charter of laws and courts were established in the city that would become known as the Licit Code. Slowly the city began to rebuild, the Bonapartes, unable to come to an agreement with the new leadership determined to leave the city and offer their protection to kingdoms further to the north. Captain Illdria’s suggestion of armed ships soon began a booming business in escort craft and the ex-Bonaparte mutineers soon found plenty of work aboard the many trading vessels in the area. The Tritech corporation in partnership with what remained of the Guild of Invision scientists began a work-study program through the academy of enlightenment offering subsidized education to the city inhabitants financed through the leveraging of tritech automation within local industry. Negotiations were reopened with Xu and after months of deliberation the Ji Pei were once more allowed to return but under stricter agreements. The Hinkwell and Shadeaux businesses were slowly rebuilt and a merger deal was struck between Lorcan Hinkwell and Umbra Shadeaux ending the bitter rivalry between the two families. The Ziegfried Manor and family eventually opened their circle to allow for all mages within the region to form the Uland Circle an internationally revered hub for magical innovation and learning. The hovels were slowly transformed and soon became well known for housing some of the most skilled labor within the city. In the years to come the city would face even more trials, however the citizenry of the freeport always knew that centered in their city stood a hall always willing to watch over it, to provide guidance, to preserve peace, to stand true, and to always assemble... heroes. THE END Final Stats Althior Emorith, The Dragonslayer (K-Nut) 36 years old male (undead) human Prophet Level 59 3/5 *Clairvoyance* *Glossolalia* *Intimidation* *Permanently Transcended and Hastened* *Immune to Petrified, Cursed, Bound, and Slowed* *Absorbs Earth* *Immune to Ice and Darkness* Power Bonus: +6 (+18 to Spells) Defense: 10 Health: 93/93 Ether: 76/108 Gold: 5920 Equipment: Mythril Scepter of Divine Affinity (WP:35, Has ⅙ chance to deal cursed effect on successful spells and ⅙ chance to deal blessed effect on successful healing, staff), Gloves of the Aspirant Zieg-Friend (Spellpower +5, Max Ether +5; suitable to those with reputation with the Ziegfrieds only, if reputation is great, values doubled, if reputation is outstanding, values tripled; handwear), Winged Sandals (protects from bound and slowed effects, footwear), Garuda Wings (Makes the user permanently hastened; Power +50 to winged warriors; backwear), Coat Hanger (allows wearing a second bodywear artifact regardless of the amount limit for artifacts; accessory), Robe of the Seneschal (SP:5; wearer absorbs earth-elemental damage and is immune to petrified, ice, and darkness elemental damage; suitable to clerics, mages, chi monks, necromancers, scholars, and weather mages; bodywear), Robes of Illumination (SP: 5, +10 Max Ether, wearer is permanently transcended, suitable to prophets; bodywear), Sungold Seal (Max HP+2; Power+3), Warlord’s Helmet (SP:6; healing through ether in a battle encourages targets as well, suitable to clerics and chi monks; headwear) Inventory: Atramor Gibbin, the Fiery and Aquatic Champion of Decamon and the Serpent Skinner (CallMePie) 34 year old male human Rogue Thief Level 46 2/5 *Immune to all elements and all negative effects except virus* *Steal 50% More Gold* *Lucky* Power Bonus: +3 Defense: 10 Health: 89/89 Gold: 1930 Equipment: Rat's Hide (SP: 4, backwear, suitable for anyone), Galactic Armor (SP: 6, +6 max health, immune to water, wood, lightning, fire, earth, wind, ice, light, darkness, and doomed, bodywear, suitable for anyone), Wide-Brimmed Hat (Protects from all negative effects except sudden death and virus; headwear), Beginner's Lockpicks (1/3 chance to grant the Inspired effect at the beginning of each battle. The bearer can also unlock any non-magical locks. Accessory), Living Mythril Claws (WP: 37, double WP against humanoids, double damage against vermin, +1 WP after every successful hit, resets at end of current quest, light elemental, dual strike, Poisoned 7, Cursed, daggers) Treasure: Robes of Illumination (SP: 5, +10 Max Ether, wearer is permanently transcended, suitable to prophets; bodywear), 100 Gold, Healing Staff, Cloak of the Dwarven Warchanter (SP: 5, Immune to Blinded and Sealed, suitable for Dwarves), Staff of Ennon (WP:5, light elemental, restores 2 ether on successful hits, staff) Inventory Benji Carvenhall, the Dragonslayer and the Champion of the Northern Kingdoms 30 year old half-elf Level 51 Prophet *Overkill Gloves* *2x damage against Vermin* Power Bonus: 5 Defense: 25 Health: 83/83 Ether: 0/55 Gold: 1584 Equipment: Hollow Meduiak (Precision Bow; WP:24; AIM's become HIT's; darkness-, ice-, fire-, wind- elemental; Hollow [Elixir]), Overkill Gloves [borrowed from Galen] (handwear, +1 gold for every point of damage done extra when defeating an enemy), Scaly Skin of the Allanoid (backwear, SP:6, suitable for Ranger, Barbarian and Beast Warriors), Wonky Shoes (footwear, SP: 3, suitable for all classes), Order Imperial Prophet's Armor (SP: 8; Grants Command; Suitable for Prophets; Bodywear), Tricorne (headgear, SP:3), Anniversary Medal (Power +5, SP +5, Max Health +5, Max Ether +5. Values increase by 1 with each passing year; Accessory) Inventory Hoke Ablesword - Champion of the Northern Kingdoms, Kraken Whacker, Titan Smiter, Serpent Skinner, Matchmaker and Rock Champion of Decamon (UsernameMDM) Human Male Dragoon Level 61 2/5 *Immune to Fragile, Confused, Dark, Earth, Fire, Wind* *Absorbs Poison* Power Bonus: +5 Power, +7 WP Defense: 61 Health: 106/106Gold: 1786 Equipment: Zoot's Order (WP:40; Deals Darkness, Light, Ice, Cursed, Fragile, permanently Poisoned-by-10, hits reduce enemy SP by 1; spear, suitable for Hoke only [Hydra Tongue, Crimson Haze, Amethyst, Diamond, Etherial Opal]), Mythril Buckler (SP:42, Amethyst, Mythril), Hydra Skin (SP: 2, wearer gains HP when poisoned instead of losing it, backwear),Sven's Heavy Armor (SP:6, Immune to Fire, Earth, Wind and Fragile), Guffington's Seal (Proves the Hero is a Friend of Guffington. The hero starts every quest with one "Hero's Cocktail": encouraged, hastened, lucky and inspired), Samurai Helmet (WP:+4, immune Confused, Sealed suitable to knights, dragoons, regulators, winged warriors), Bone Claws (+3 WP, 2 SP, hand wear), Warrior's Treads (SP:2, Health +1, footwear), Prayer Beads (User is Permenantly Blessed, accessory), Inventory: Torc Female Dragon Adult Level: 61 Health: 91/91 Element: Fire Ability: Draconic Fate (May pay 10 health for a 1/2 chance to make a party member Lucky) Skrall (Waterbrick Down) 81 year old Male Ogre Beast Warrior Level 44.2 *Natural Respite* *Immune to Fragile, Blinded, and Confused* *1/3 chance to revive when KO'd* Power Bonus: 0 Defense: 11 Health: 69/69 Stealth: +2 Gold: 796 Equipment: Oversized Mythril Greatsword (WP:46, double damage on targets that are clearly smaller than the hero, greatsword), Tricorne (SP: 3, head wear), Heavy Armor (SP: 5, wearer is immune to fragile, blind, and confused effects, body wear), Moone Greaves (SP: 3), Vorpalis Talisman (1/3 chance of instantly resurrecting with 1 HP and 1 Ether upon being knocked out; accessory) Inventory: Arthur Justus Regulus VII Ziegfried, a Hero Who Is Actually Worth Something (NPC, takes suggestions from Dyric) 24-year-old male Human Skirmisher Level 44 *Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned* *Immune to Fire, Earth, Wind, Blind, Confused, and Defense Reduction* *Deals double damage to Humanoids and Ancient-type enemies* Power Bonus: +5 Health: 70/70 Defense: 53 Gold: 6020 Equipment: , Blue Hand Shield (SP:15, Immune to Hexed, Petrified, Minimized, Jinxed, and Stunned; shield), Shadeaux Cape (SP:15, Immune to Fire, Earth, Wind, Blind, Confused, and Defense Reduction, suitable to those with reputation among the Shadeaux only; if reputation is great, SP is doubled; if reputation is outstanding, SP is tripled; backwear), Immortal Greaves (Wearer deals double damage to Ancients and Humanoids; footwear), Of Power and Mortals (+1 power each successful quest), Duplovian Swift Halberd (WP:3, halberd, stuns on successful hits, Hollow [Empty]), Abilities: First Breath (Arthur may sacrifice a turn of combat to focus and gain +3 power. Power resets at the end of a battle or when the hero is KO'd), Inventory: Dyric Rone(The Legonater) Human male, Assassin Level 34.25 *Permanently Lucky* *Immune to All Elements and Blinded* *Steals 50% more gold* Defense: 6 Health: 46/46 Power Bonus: 0 Gold: 2328 Ability: Ace Assassin Training (Dyric's successful Assassination rolls against enemies immune to instant kill deals an additional LETHAL AIM roll (see Assassin)) Equipment: Lucky Die (User is permanently *Lucky*; suitable for anyone; Accessory), Night's Helmet (SP: 6; immune to Water, Wood,Earth, Ice, Fire, Wind, Lightning, Light, Darkness, and Blinded; suitable for anyone; Headwear), Crystal Shoes (Immunities become Absorption), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; back wear), Mockthril Longbow (WP: 27; Ice-elemental; Longbow), Inventory: Karie Alderflask-Cour (Kintober) 26 Year Old Human Female Minstrel Level 39.25 *Permanently Nimble* *1/3 Chance to Weaken targeted enemy on successful hits* *Steal 50% More Gold* Power Bonus: 3 Health: 67/67 Defense: 7 Ether: 2/45 Stealth: +2 Gold: 1476 Equipment: Catsuit (Wearer becomes nimble and has a 1/3 chance to completely avoid rolls of COUNTER, DAMAGE, and FREE HITS, suitable for women only, body wear), Vorpalis Crown (SP: 4, the wearer has a 1/3 chance of dealing Weakened to the targeted enemy on successful hits. Headwear, suitable for anyone.), Fenarian Robes of the Vampire (SP:3, Max. Ether +4, backwear), Encore Plectrum (If the same song is sung for more than one round of combat in a row, the song's ether cost for the consecutive rounds is halved; suitable for minstrels, accessory), Fine-tuned Guitar (WP:15, user is lucky; instrument), Inventory: Lord Lawrence Boomingham (Zepher) 48 year old male human Vindicator Level 38.5 *Immune to darkness, fire, fragile, sleep, weakened, and blinded* *Affluence* Power Bonus: +5 (+5 front row) Defense: 14 Health: 61/61 Stealth: 0 Gold: 1178 Equipment: , Tome of Affluence (+10 Gold if equipped for the entirety of a battle; grants immunity to fragile, asleep, weakened, blinded, darkness and fire; accessory), Vest of Faded Trials (SP:10, 1/2 chance of granting reinforced effect at the start of every battle, Immune to Fragile; Suitable for Knights, Barbarians, Dragoons, Skirmishers, Regulators, Vindicators; bodywear and headwear), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, vindicators and winged warriors; footwear.), Round Metal Shield (SP:7), Scupperer (WP:19; darkness-, fire- and earth-elemental; inflicts bleeding 2 and poisoned by 10; has 1/2 chance each to inflict blinded, sealed, weakened and fragile; greatsword), Inventory: Matthias (Stickfig)Level 33.25 Druid *Immune to Earth, Ice, and Water* *Immune to Blinded, Bound, Fragile, Sealed, and Slowed* *½ chance immunity to Asleep* *Deals Fragile* *Gains 10 gold for each Humanoid killed*Power Bonus: +18Defense: 10 Health: 43/43Ether: 19/34Gold: 1505 Abilities: Bearer of the Anvil (Matthias may sacrifice his turn to add his WP or SP to another heroes for the round; he may also improve one weapon at the end of each quest [+1 WP]), Immortal Waters (Once per quest, Matthias can heal himself to full health and remove all negative effects during combat; this does not take up an action) Equipment: Ethereal Steampunk Stovepipe (SP:1; immunity to Earth and Water; protects from Blinded and Sealed; ½ chance to protect from Asleep-effect; suitable for men; headwear), Hunter's Plate (SP:4; wearer gains 10 gold for each Humanoid killed; suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) (Dreyrugr), Ethereal Rocket Boots (SP:2; immunity to Ice; protects from Bound, Fragile, and Slowed effects; footwear), Sungold Seal (+3 power, +2 health), Coat Hanger (Allows wearing a second bodywear artifact regardless of the amount limit for artifacts; accessory [no bodywear attached]), Mail of the Renegade Commander (SP: 3, Free hits deal half damage, Bodywear), Stave of Grasping Thorns (WP:15; Roots of Life triggers a Kudzu (see Weather Mage); staff), Inventory: Monk Pretzel and His 99 Pieces, the Super Sleuth (Played by Palathadric)463-year-old male "hermit" Artisan Level 41.2 *Immune to Blinded, Weakened, Fragile, Confused, and Asleep* *Immune to Fire, Earth, Wind, Darkness, Wood, Earth, Water, Light, Lightning, Ice* *Permanently Nimble**Permanently Reinforced*Power Bonus: +5Defense: 692 Health: 73/73 Stealth: +2Gold: 1872Equipment: Wraps of the Steadfast Tortoise (Grants permanent *reinforced* Effect, Handwear, Suitable for Chi Monks), Cloak of the Grand Vizier (SP: 11 multiplied by the number of party members; Grants immunity to Darkness, Wood, Earth, Water, Light, Fire, Lightning, Ice, Wind, *Blinded*, *Weakened*, *Frailty*, *Asleep*, and *Confused*; Backwear), Cape of Extravagance (SP: 5, +10 WP, Wearer is Permanently Nimble, Backwear, suitable for Mimes), Soul Link Chain (Allows the user to pair up with another party member, each of them gaining all the effects that the other has. The partner has to equip the chain as well (ie. one chain can be shared by two people); Accessory), Dual Staff (WP: 14; Ice, Lightning, Fire, Wind, Light; Deals *Bleeding 3*; Dual Strike; Staff)Inventory: Nerwen Calmcacil (played by Chromeknight) Champion of The Northern Kingdoms 265 year old female Elven Shaman Level 40.8 *Immune to sealed* *Gains Double EXP* *Counterstriking* Power bonus:+8 Defense: 1 Health: 62/62 Ether: 46/49 Gold: 1215 Equipment: Mourning Star (WP: 10; Fire-elemental; inflicts Fragile-effect; mace), Lesser etherial cloak (SP:1, Max. ether +3, immune to sealed; backwear), Medal of Valor (Double experience from battles; accessory), Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear), Counterstrike Gloves, Barbarians boots (natural, respite becomes restoration) Inventory: Vindsval Half-Born (Asphalt) 41 year old, Male, Half Giant, Level: 44.2 Vindicator *Immune to Dark & Demonic enemies* *Immunity to Asleep,Blinded,Confused, Fragile, and Weakened* *Gains 3x Experience* Power Bonus: +12 Defense: 10 Health: 67/67 Stealth: +1 Gold: 924 Equipment: Shikokku's Stealth Suit (SP:7; Power +6, User is immune to Dark & Demonic enemies; Body, Head and Backwear counts as 1 Artefact), Wonky Shoes (footwear, SP: 3, suitable for all classes)(lent by Benj), ), Multi-tool Attachment (Artificial arm, Enables user to ignore the weapon restrictions of their class excluding Shields, Handwear, Suitable for Vindsval), Great Club (WP: 100, cannot be reinforced, imbued, or used with a shield. Suitable to barbarians and beast warriors); Medal of Glory (accessory, mark of true talent that allows the wearer to gain triple experience from battles, immunity to Asleep,Blinded,Confused, Fragile, and Weakened effects) Eric (Khorne), Self-proclaimed Siren-Slayer and Butcher of Basilisks 30 year old Human Nord Level 31.5 Vindicator *Evasion* *Protected from Weakened, Stunned, Poisoned, Bleeding, Cursed, Asleep, Fast Asleep, Confused and Hexed + Immune to Darkness, Water and Earth* *Zweihänder Grip* Power Bonus: +3 Defense: 0 Health: 62/62 Stealth: 0 Gold: 2150 Equipment: Pugilist's Gloves (Power +2, protects from Weakened; handwear),Boots of Evasion (Wearer takes half damage in front row + Immunity to Darkness, Water, Earth and Asleep; footwear), Periwinkle Ribbon (Grants Immunity to Stunned, Poisoned, Bleeding, Cursed, Asleep, Fast Asleep, Confused and Hexed; suitable for Periwinkle Eric only; headwear), Godricsleif (WP: 22; Lightning-elemental; greatsword), Inventory: Ezeran Yavarr (MysticModulus)42 year old male human SorcererLevel 25.33 *Immune to Wood and Fire, Sealed and Blindness* *Enemies that hit Ezeran become slowed*Power Bonus: (+2 spellpower)Defense: 6Health: 38/38Ether: 26/29 Stealth: 1Gold: 1366Equipment: Ooze Wand (WP: 10, 1/3 chance to Slow, Poisoned 1), Sneezing Demon (SP:3; enemies that hit the wearer become slowed; immunity to wood, fire and blindness, suitable to Ezeran only; bodywear), Etherium Pauldrons (SP:3, immune to sealed; backwear), White Ninja Cowl (Once per battle, the wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear)Inventory: John 'Heckz' Brutenhal, the Ghostbuster, the Super Sleuth, the School Inspector and the Matchmaker (Cutcobra) (Takes Suggestions from Lind) 32 year old male human Level 31.5 Weather Mage *Immune to Sealed* *Deals Weakened to Humanoid Enemies and Fragile to Holy Enemies* *Instant Weather Forecasts* Power Bonus: +3 (+10 with Spells) Defense: 3 Health: 41/41 Ether: 24/52 Gold: 1119 Equipment: Weatherfax Broom (WP:30, makes weather forecasts instant instead of being applied at the end of the round, broomstick), Robe Of The Archmagi (SP:3, Max. Ether + 5, immune to sealed; bodywear) , Magician's Gloves (Spellpower +10; suitable for mages; handwear),Sungold Medallion (+3 Power, +2 Health), Watt's Artifact (Makes the user’s attacks and spells three times more effective against demons; accessory), Inventory: Kiray Nastayo, A Hero Who Is Actually Worth Something (KingoftheZempk) 24 year old Female Human Warden Level 29.67 *Immune to Blinded, Doomed, Blessed, Light, Darkness, Wood**Double damage to Demonic and Holy Foes**Half Damage from Free Hits* *Intimidation* Power Bonus: 6 Defense: 29 Health: 46/46 Stealth: 0 Gold: 939 Equipment: Never Blessed Armor (SP: 11, Immune to Darkness, Light, and Blessed, Wearer deals double damage to Demons, suitable to Knights, Barbarians, Regulators, and Skirmishers), Spesialian Spiked Pauldrons (Damage from Free Hits is halved, Immune to Wood; accessory), Never Blessed Helmet (SP: 8, Immunity to Blinded, Doomed and Blessed, Wearer deals double damage to Holy Enemies, suitable to Knights, Barbarians, Regulators, and Skirmishers), Orcish Barbed Shield (SP: 12), Mythril Hunter's Crossbow (WP:22, double WP against beasts, fire, ice, wind, and darkness-elemental), Inventory: Lind Whisperer (Lind Whisperer) 25-year-old Human Black Knight *Steal 50% More Gold* Level 26.33 Power Bonus: +2 Defense: 17 Health: 42/42 Gold: 1078 Stealth: 0 Equipment: Invader's Armour (SP: 3, wearer is encouraged when their current health is at half or below the wearer's maximum level), Vorpalis Netherwings (SP: 4, the wearer deals double damage to humanoid type enemies and takes half damage from Holy/Light enemies. Backwear, suitable for anyone.),Swift Boots (Changes HIDE into STEAL & HIDE, allowing the wearer to steal gold equal to the target’s level if it carries gold in addition to hidi/ng; suitable to rogues; footwear.), Shield of the Silent Knight (Shield, SP:8, attackers have a 50% chance of being Sealed), Gladius (WP: 16, darkness-elemental greatsword, 1/3 chance of causing Fragile on successful hits), Petaldan Parfenius (Played by Palathadric) 5-year-old male "wonder" Paladin *Immune to Darkness* Level 18.5 Power Bonus: 0 Defense: 33 Health: 40/40 Ether: 17/18 Stealth: 0 Gold: 863 Equipment: Armour of Dark Arts (SP: 10; Takes up: Bodywear, Handwear, Footwear slots; counts as one artifact; Suitable to Knights, Dragoons, and Skirmishers), Cloak of Innocence (SP: 3; grants the wearer immunity to Darkness, if the health of the wearer is below 50% the wearer is also *Blessed*; Backwear; Suitable for Petaldan only), Slimy Sword (WP:25, can be split into several weaker Slimy Swords or combined with other Slimy Swords to increase WP and split apart again at any time, Longsword), Mythril Shield (SP: 20 Shield) Inventory: The Demon Germ (samurai-turtle) ??? years old ; Half Demon; Male Black Knight Level 25 *Immune to Slowed & Hastened * *Steal 50% More Gold* Power Bonus: +4 Defense: 21 Health: 44/44 Stealth: +3 Gold: 1041 Equipment: , Spesialian Helmet (SP:2, SP:4 if wearer’s Star Elf, Health +2, Power +2, Suitable for anyone; headwear), Greaves (SP:2, immunity to Slowed and Hastened; footwear), Dastan Armor (SP: 4; Immune to Darkness/Amethyst Diamond/Light Garnet/Earth & Ruby/Fire; +2 SP for all other Dastan Equipment; Suitable for Knights, Regulators, Winged Warriors, Dragoons, and Vindicators; bodywear), Crested Shield (SP: 13; shield), Flying Talon "of the Salamander" (WP:10; Ruby/Fire-elemental; Steals one drop at Random from Enemy; whip) Inventory: Throlar Wineghilm (Lord Duvors) 137 year old male Dwarven Paladin *Permanently Nimble* *Immune to Ice* Level 22.67 Power Bonus: 0 Defense: 21 Health: 51/51 Ether: 5/22 Stealth: +1 Gold: 790 Equipped: Greaves of the Wolf (SP: 5, Wearer is Nimble; footwear), Rotting Rod (WP: 15, 1/3 chance to Hex Undead, staff), Weathered Shield (SP: 16, Ice elemental), Lens of Speed Reading (allows a scroll to be read in addition to a normal action; Accessory; Suitable for scroll users) Inventory: ---------------------------------------------------------------------------------------------------------- Epilogues A few weeks after the "Rosier Incident" we find Germ near the Fields of Glory with some new unusual friends... Are you sure those upgrades I installed are working correctly? In a mono tone voice. /// All systems are at optimal performance levels. /// As it's glowing eyes swish back and forth. It makes a sudden arm movement pointing in a direction with noise coming from some "bushes". At the same time mechanical noises can be heard coming from the "thing" as if it is arming a hand-cannon. /// Potential hostile detected, high power levels detected. /// Hold up a second 8654309. It seems familiar... A blue furry creature comes out of the "bushes" talking what seems like multiple languagrs at once. Armskutie dalick mofit. Germ? Their you are, I thought I smelled you. Deckimod virmtsk areklmes. Grand, you know I don't understand half of those languages you speak in. And why didn't respond to any of the Z-Mail sent you? I figured pink notes puffing out thin air would get anyone's attention. Esqimkuk ??? I thought they were bad tasting cookies. Masxrtino nmtinds rjuqdz, Part of me can't help it, besides I think it confused people talking like this, Reskindy baspocte. /// I understand it perfectly. Are we continuing to the Fields of Glory or the Sands of Time, Supreme one? /// (Guess that is one of the benefits of being a machine.) Fields of Glory, we need the practice, and now to catch everyone up (or Grand). I have been contacted be the Misers (or spirits of nature if you will). In an attempted to contact everyone I got roped up in some dumb political coup, with a demon involved no less. At this point I still haven't heard back from the Misers, maybe they ate the Z-Mail too. At this point Germ looked at Grand with a "really" look. The best I can tell the Misers seems to be a place called the Sands of Time. At this point Grand interrupts Germ. Arskuta smetfeict, how do you figure they are there? Germ takes out a map he got from some where and a Magic Compass. With this stuff, the Compass has this ability to find things you are looking for, but the Compass does has its limits. Not to mention I put some upgrades in 8654309 here. Are you sure we can find more of your kind, 8654309? As Germ put the map and Magic Compass away. /// Affirmative, my communication range has been improved. If any more of my type is in range we can find them. /// As the party moves closer towards the Fields of Glory entrance... Grand, where was it? That we fought that big machine, that was hunting you down. Was it over there? Germ points in a direction away from the Fields of Glory. Nicqhdif. At this point Grand looks around and points in a different direction. It was over that way. Indypbst esibdyam, where did you find "him"? 8654309, when I stuck underground, after I fought a mimic. The thing seemed to like me so I gave it a bunch items to hold on to (or sell off). But I digress, when I found 8654309 was trying to map the underground. I was surprised that I found a similar model that I made. "He" was damaged and I fixed "him" up, made it slightly better if I say so myself. When the party finally gets to the entrance to the Fields of Glory. Germ was able to convince the "Old Farmer" to let the party in. Basically telling him that it could be a long time before anyone else from Heroica would be even able to show up. And with his constant monster problem it would be wise to let his party come in and have a go a the Fields...Eventually the party moves on from Fields of Glory to find the Misers. ---------------------------------------------------------------------------------------------------------- Elsewhere in Eubric… For much of Dyric Rone’s life, Duplovia had been home. Of course, ‘home’ means plenty of different things for plenty of different people. A building, land, a society, a family. That had all been taken away from Rone. It was systematic. It was effective. The young Duplovian was forced out, thrown into the wilds of the Kingdoms with nothing to call his own save for the clothes on his back. He was able to scrounge up enough supplies to cross the Crystalline, finding himself in the legendary Eubric Freeport. Following the footsteps of the Miracleworker, Rone found himself on the doorstep of Heroica. It was there where he’d found a place to belong. Heroica took in the vengeful kid and gave him a renewed purpose, a direction. Through time it became a society he could live for. Eubric became a land he could fight for. The motley crew of men and women he grew to knew become friends – some even family – that he would die for. With every war, every conflict, the port grew to be Dyric Rone’s home in every way but one. In his seven years in Eubric, Dyric had never bought a house. Sure, there had always been better things to do. People to fight, villages to save. So, he’d sleep in the Hall, in local taverns and inns. Payment was never the issue, he’d always had plenty of coin to spare; it was simply the idea of it all, of settling down for once, staking his claim somewhere. He couldn’t lie to himself anymore – his claim had already been staked. More blood and tears has been spilt over Eubric in the past few years than an entire childhood within the old walls. Seeing his old hero, his idol, in the flesh suddenly made it all connect for Rone. His past was fulfilled. He had outgrown his dreams, and it was time to live in the new reality. One by one he took old tools and trinkets out of his pack and found places for them in the loft. Most of it was equipment he couldn’t even remember collecting. Demon Repellent? At least his weaponry was mostly sorted. He pulled one more bow out of the bag, an old Mockthrill weapon. Rone very well knew where this one came from. Weary arms placed it on a hook beside a bow of briar wood he had long-since named ‘Requiem.’ ‘The Last Song of Hans,’ he had said. Rone had promised to fight on the lost Regulator’s behalf, to make his death – his legacy mean something. It was time to make that sort of promise again. If he was going to help lead the new Heroica, he couldn’t afford to lose the old one. “Sorrow,” the assassin whispered over the bow. It was as fitting a name as any. Rone cleared a couple more knickknacks and settled for the day. His office was finally unpacked. He stepped over to a tall window behind his desk, gazing into the city beyond. The old lucky die bounced back and forth in his fingers. Somedays he wondered if it was really as lucky as everyone told him. Yet, he had come this far, and there were better men than him who hadn’t. That had to count for something, one way or another. He wasn’t content simply to remember those who had gone before him. The Founders, the Veterans, the mentors and friends who had left in his wake - they had all believed in a cause, in a Heroica who would serve when heroism was needed. They left behind a world that was richer, people who were wiser, and a city that was safer. The time for philosophizing and debate was gone. It was a time for action. Dyric Rone looked out at the fading light resting over Eubric Freeport. His city. His home. And, with time and a fair amount of hope – his legacy. ---------------------------------------------------------------------------------------------------------- A few months later… The sky was darkening, the horizon fading, just how he left it. Small flakes of snow lazily drifted through the air, every once in a while swirling in loose circles as a gentle winter breeze meandered through the twilight sky. The snow couldn't accumulate on the dragon, melting before it even touched her scales. Instead, the wetness shimmered, and beadlettes of gathered water launched into the air with every wing beat. The mammoth-sized dragon flew closer and closer to the city, its windows a-glow and smoke gently and steadily streaming from the chimneys. "There," the rider said. The dragon slowly and silently descended, landing in a cobble-stoned plaza. The occupants and passers-by hardly gave any indication of noticing the newly arrived, save for a curious stare here-and-there. The rider slid off the dragon, a little faster than intended because of the melted-snow covered scales, but landed steadily and solidly. He was well dressed, but not finely, with well made but not overly ornate clothing. A fur mantle secured with a brooch-insignia and leathery-skin cape covered his shoulders as he pulled back his hood. He reached his hand up which was taken by a much more delicate one. The maiden, assisted by the rider, dismounted the dragon gracefully. She also pulled back her fur-lined hood and looked around. "So this is your Eubric?" "Indeed it is my love." "Heads-up down there," called out another man looking over the side from atop the dragon. He held a chest and cautiously handed it down to the rider. He then slid down the dragon, just as fast as the rider. He was a able-bodied looking man, a few years or so older than the rider. He wore a bear skin cloak, also clasped with a brooch-insignia. The rider set the chest down on the cobblestones. He opened the chest and bent down to inspect the contents. The maiden drew closer, a soft light emanating from the perfectly cut diamond in her hand, illuminating the contents of the chest as the man looked over the rider's shoulder. "Looks like they all made it in one piece," he said of the jewel-like, large multi-colored eggs. At that moment, another dragon touched-down, this one the size of a large wolf with light wings and a long, kite-like tail. She also inspected the eggs. "A good omen," she said, looking the rider in the eyes, the eyes of the man who freed her in what seemed a lifetime ago. The rider smiled and gently closed the chest. The man moved over and picked the chest up. The rider stood up and moved towards the large dragon and stroked her face. He cupped the very tip of her chin, one of the few spots on her jaw that was free of spikes and tusks. "Fly about and through the cavern. We will meet you there shortly." The large dragon lifted off, lazily, and flew away. The rider watched her for a bit and turned to the maiden, the man, and the wolf-sized dragon. He slung a familiar pack onto his back and smiled. "Come along, we've got much work ahead of us." ---------------------------------------------------------------------------------------------------------- Below Eubric… “Are we just abou there?” “Not too much further. As minister over all these sewers and tunnels, you give us a few months and we’ll have a right freeway goin’ down here.” “Well that’ll certainly make it easier… I think I see it up ahead there.” “Looks like it, giant doors sittin’ in the middle of a huge cavern. Hard to miss. You know how to open them?” “I believe so. Here stand back.” The Fae One begins to utter an ancient incantation as the giant doors within the Rosier’s cavern start to open. The sound of large crowds begin to fill the cave as light from another world brightens the room. City smells and the ever bustling of activity from a myriad of people, creatures, and life-forms never before seen are laid witness as the barrier between worlds is finally broken… ---------------------------------------------------------------------------------------------------------- Across the void... Torald’s eyes tried adjusting to the utter darkness surrounding him. The voice of the Pandemonicon still echoed in his mind. “You fool, there is no end now... Prepare for oblivion.” As a sense of existential dread starts to grip the barbarian, a soft glowing light permeates the darkness and a gentle voice reaches out through the nothingness. A form begins to materialize in the distance growing nearer and nearer. “Well, I can’t say I was expecting any visitors, but it appears someone got my message.” Byblos smiled at Torald, helping him to his feet. “Do not worry or be frightened. I am Byblos and there is much to explain and so much to show you. There’s a lot of universe out there, but you have the look of a hero about you, I hope you’re ready for an adventure.” QM Note: Thanks again folks for all your time and patience, not only in this quest but throughout this entire game. I’ve got so much to say later on in the QM Lounge, but I want to make sure I thank Sandy for making all of this possible along with every single QM and player. You guys are one of the best communities I’ve ever had the privilege of interacting with. If there are any other epilogues to add, please feel free to post them here. Otherwise feel free to continue any in character discussions in the Hall Thread.
  13. Thanks for your patience folks, getting the final post put together.
  14. "Officially or not, I mean to see what he started brought to conclusion. The green skins of Eubric still require guidance and a protecting hand to ensure they aren't taken advantage of. I agree with Karie though, whoever we're pickin' for veterans, I don't think they need to be subscribing to some certain role, it's their character that counts."
  15. "The Wolfgang'll be desolvin' movin' forward if yer acceptin' Ulric's help. I'm here to make sure the rest of my folk and the green skin race get their equal representation. If that be through Heroica, so be it, but figured I'd make my stance plain." "So if I'm hearing you correctly, we get to protect Eubric on the condition that we surrender everything we've built over the last fifty years over to it?"
  16. "The folks in the hovels are plenty willing to work. They just need a boost up, hard to have the strength to work when you're starving and sleeping in the streets. But if we're rebuilding that fort simply for the Bonapartes to retake power... can't say I'd necessarily endorse that. Captain Illdria's got a good point. If this council thing of yours is going to work, I'll be putting my hat in for that magistrate, king, whatever you want to call it." "Relics? Where do you think the majority of the fleet has been lately? What do you think most of the tarrifs are currently funding? We're at war in the north trying to stymie the marauders at their source. Your plan for each merchant to arm themselves is good for a crew like your own, the Magpie is known for it's capable fighters, but not all traders are warriors. Additionally isn't the last thing this city needs a hundred ships armed to the teeth for their own 'protection' with no accountability?" QM Note: I know folks are getting a little anxious for a wrap up. How granular does everyone want the final decisions, do you really want to vote on all of the proposals laid out, or are most folks OK with boldly expressing their hopes/wishes and letting me try and bring some sense of finality to this all?
  17. I'd argue that most of the houses had villainous aspects to them, Ziegfried's deals with demons, The Guild's monopolistic and morally gray experimenting tendencies, Hinckwell traditionalism and ignorance, Shadeaux under the table business dealing and war profiteering, Ji Pei foreign interests combined with reckless technology, and the Bonaparte's militaristic complex. The difference lay in some QM's running quests that humanized them and gave them admirable qualities. I'm sure a quest could have been run about the Bonapartes part in quelling northern invasions and or dealings with Leviathan that would have cast their penchant for disciplined combat and strategy in a good light. Beyond that I'm sure we read into the houses what we wished, partially due to each of our own character's backgrounds along with our own personal bents.
  18. "And what abuses are those? From my understanding, where there has been corruption it has been dealt with, where there was failings, correction. We have never been opposed to Heroica's aid in dealing with the problems that arose within our own ranks, whether they be my father's brother or the machinations of Rear Admiral Melville."
  19. So reviewing past quests, it's kind of sad. The Bonapartes are really under-represented quest wise, and of their quests none of them really humanize them aside from Quest 58.
  20. "Pffft, you spew the same nonsense and ignorance I just referred to. The fact that this entire city isn't over-run with brigands, vikings, and marauders is exactly why you need us. Talk with the Norns, the Metasimians, anyone coming from Drandora, ask them about the terrors that they faced that came from the sea. And of course we helped you in order to retake the fort, our fort! We fought for what we had earned, no more than your own family. Don't come in here lecturing me about influence upon Eubric, my family sat on the Alliance with yours, my mother I'm sure could speak at length about what how your family would like to shape the city." "The tariff system and import/export excises that were levied were enough for us. I can promise the continued protection of the Bonaparte fleet, on three conditions: financial or labor support in the rebuilding of the fort, authority to levy tariffs and fees on commercial shipping under approval by this 'council', independence of Bonaparte approved captains in the affairs of their ships and crews."
  21. "Did you or did you not provide an escape to the mutineers from the fort?" "You are welcome, many of our men come from this city, they will wish to see it rebuilt and we will be there right beside them." "Paid by who? Tell me, this council each member is relinquishing their wealth, their influence? If you are seeking help in governing this city merely out of the charity of peoples's heart and perhaps even to their detriment, then you will find aid to be scarce."
  22. "And we wouldn't be having this setback if you hadn't decided to blow the fort up! May I remind you that navy can be just as efficient at keeping merchant ships from reaching Eubric as pirates." "You blew up the fort and provided safety to the mutineers, I'd call that an endorsement. Who do you think kept the rest of the dragons at bay while your recaptured the fort? It was mutually beneficial, at least until you decided to light a powder keg." "And what about when you're gone? What happens when you're stretched thin across the globe? You have no sustainable source of income, what happens when your coffers run dry? Do you think we'd still be here if we didn't care about this city?" "I want every deserter and mutineer turned over to my custody and I want financing from Heroica for the rebuilding of the Fort. And as for you," Attina stares coldly at Dyric, "I'll ensure you never get a single posting from my family again." Attina pauses at Pretzel's reasonable attitude, Hestia speaks up. "Thank you Monk Pretzel, granted I believe you could say that at one point the people of Eubric were not thrilled with your protection as well. We cannot allow the ignorance of the masses however to turn a blind eye to the truth however. For many years my family kept the waters around Eubric and even further safe from pirates, invaders, and marauders. True we levied reasonable tariffs for said protection, but people tend to think of the tangible things they do not have, money, and not the intangible, freedom and security. I... I received the news about Jacq, Kukulkan, Cain, and Semiramis, I regret that I was not here to aid them. I... I once believed I could balance my two worlds like a rigger on a high line. I could keep both my family and Heroica safe... when Reno couldn't handle the pressures of the fleet anymore... I failed them both." "Mother, you have never brought dishonor upon our family. The fact that you would even seek to bridge your two lives speaks to your passion for those you care about. Heroes, my mother speaks the truth, the people have grown ignorant of the services my fleet has rendered this city over the years. I will speak plainly, there will always be corruption, even within our own ranks and we will do our best to root it out. However, if you wish to have the protection my ships can grant these waters, it will not come simply from charity."
  23. "No, I simply wanted to see the face of the man who ruined my family." "My mother and the loyal fleet left for the crystal sea upon the mutiny which you've endorsed. And you wouldn't have made it to our fort without us providing cover fire from all the dragons on your back. Too much power over the city? What are you accusing my family of? Caring too much about it? That fort was installed to protect this city from pirates and others who would seek to destroy it, you've left this city completely defenseless now, you realize that,?" "The fort my family constructed for the good of this city, out of their own pockets, was leveled to the ground, due to a Founder inspired uprising and your subsequent idiotic heroics. I had good men die merely because they wouldn't join a mutiny. I had my mother chased from her home, because they were calling for her hanging. What do you think I want, heroes?"
  24. "Ah I guess that makes sense, well if we're looking to propose names I'd recommend at least, yerself, Asa, Atramor, Karie, and Nerwen." The door to the hall opens and a contingent of Bonaparte's enter. A retinue of four cannoneers stay at the door as Attina and Hestia walk up the hall's steps. Hoples apologies somewhat nervously. "Sorry heroes, I sent off a z-mail so we could get this all straightened out." "You wanted to talk, well I'm listening. But first I want to know what soddin' idiot lit the match to my family's fort?" "Attina!" "No mother, I understand your ties to Heroica, but you cannot simply ignore the great damage they have done to our family."
  25. Skrall pipes up, “We should also figure out who’ll be leadin’ Heroica as well. I think we should keep Asa around for her counsel even if I’m against the Norialis. Unlike Hestia she still strive to remain neutral in all of this and right the wrongs committed by this organization.”
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