3 Jan

King of Dragon Pass Game Diary – Part 13

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In 1361 we perform a divination ritual on the strange sorcerous implements we obtained from the servants of the Pharaoh who were hunting the Six Brothers. The spirits of our ancestors tell us that they are cursed. Fortunately we are able to trade them away to another clan for some other goods. Later, a group of tricksters, followers of Eurmal, the god of mischief, present us with a dubious banner. It is always dangerous to offend tricksters though it is hard to be sure whether or not the gift itself is a trick. They might be giving us something useless in order to make fun of us when we make a fuss over it.

We choose to err on the side of caution and gift the tricksters generously for the banner. They then feel forced to reveal that we will need the banner 19 years from now when destiny chooses us, but we must be sure of holding the kingship of our tribe then. It seems that this is a prophecy to do with united the tribes of Dragon Pass into a single kingdom but 19 years seems like a long time to wait. Almost all of the leaders on our clan ring are sure to die of old age before the prophecy comes to pass so we must be sure to groom suitable candidates from the next generation.

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The next year our explorers wander far to the northeast and enter the area near Skyfall Lake. They discover that trolls inhabit that area and they are led by a powerful leader named Cragspider. She is terrifying powerful and so we are forced to agree never again to enter her area. This is one part of the pass that will likely forever be closed to us. We must remember to never again send any explorers anywhere near here.

Over the next two years, other achievements on our part including negotiating a peace settlement with the Fire Quartz clan and performing the Humakt the Champion heroquest. This quest is somewhat tricky as we lack a worthy worshipper of Humakt to perform. Fortunately Fantarl our Lhankor Mhy devotee on our clan ring manages to complete it successfully. This marks the last of the heroquests.

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The major event that we have to deal with concerns the Praxians who hail from the south. First, we receive news that a legendary hero of the Praxians is cutting a swath from the Orlanthi clans and is headed our way. Grimly, we build many traps in our tula to face this terrible storm but our extensive preparations somehow reach his ears and he diverts his forces to hit the neighbouring White Horse clan instead. We later learn that the invading force has utterly devastated the clan so we generously give plenty of food to help the clan recover.

Derik One-Path, our former clan member who hates the Praxians, returns to us bearing the name Derik Furman, due the hides of all the enemies he has killed. He wants to assemble a force to stand up to Jaldon Goldentooth, the Praxian hero and asks us to contribute. Rather than risk our warriors’ lives and leave our tula defenceless, we elect to give him goods and cows. He is pleased with the size of our gift and announces that he will be able to hire mercenaries from Tarsh with the wealth we have provided.

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Some time later, we learn that his forces succeed in killing the Praxian hero but Derik himself is grievously wounded. When he arrives at our tula, we have our healers tend to him and play host to his warriors while he recuperates. Since there are many of them, much food is required but stores are full and our harvest is bountiful so we are not concerned. Eventually Derik recovers and announces that he will be taking his army to Prax to take the fight to the enemy. Since we will likely never see him again, he thanks us for raising him as a child, for aiding him in raising an army and for helping him recover from his wounds. In gratitude, he presents us with a magical hunting horn that will help us find whatever object we seek.

The next few years pass uneventfully save that the Turtle clan, though part of the allied Estarelder tribe, raids us a couple of times. Our womenfolk wail for dead children and husbands, so we raid the Turtles in response to assuage their thirst for vengeance. Unfortunately this upsets the rest of their tribe and the Turtle clan declares a formal feud with us. We also reorganise our clan ring to elevate some younger but less experienced leaders and diplomacy just happens to be the one skill in which we are sorely lacking.

Written on January 3 2014 and is filed under PC Games. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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