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Action Id: 2484 Crisis: Participants: Violet, Thorley, Orvyn, Valarian, Melody, Harlex and Soren
Status: Resolved Submitted: July 18, 2018, 4:37 p.m. Public: True GM: Puffin

Economic Resources: 300
Military Resources: 190

Action by Violet

The Crimson Blades have been hired by Marquis Orvyn Harthall to scout the Islands of his demense. This mission is entirely about mapping, scouting, and exploring the isles of Harthall in depth. With a specific eye to finding shav tribes and any pirate problems. In addition Violet will be keeping her eyes open for any old ruins that may be of interest. As she -has- been extensively studying the maps of House Farshaw (Investigation 1274) there is some hope she might find something relevant to the investigation in her scouting efforts.

Diamond Company is being led by Violet herself on this. The idea is to avoid contact if at all possible. To gather information. Numbers, strength, layout of settlements if any, etc. Backing them up are one hundred heavy infantry and one hundred marines, ready to respond to any problems that may arise. Because even though they are trying to avoid conflict, when Pirates and Shav are concerned being attacked is always a possibility.

Orders are to retreat and defend if attacked. If contact is made peacefully, as could potentially happen, there are orders to send for Harthall diplomats or Orvyn himself to discuss their future. Diplomacy offered first, but no quarter given for those who attack.


Action by Orvyn

With the mission set and the exploration of the lands to take place, Orvyn reaches out to those whom have experience in scouting and encountering the natives of the lands. With hired mercenaries, Orvyn will feel more secure that the progress of scouting will be more succinct and effective. Without the need for economical oversight in such an undertaking, Orvyn will instead ply his charming merchant personality in diplomatic relations with those whom are encountered while also encouraging the Crimson Blades to find a way to be as least invasive in their dealings with those whom are encountered.

He will work to spread the word that the Harthall House is a good, fair house to soften the blow that he knows is coming. Where there are questions, he will strive to answer them. Where there is hostility, he will attempt to broker a peace with promises of acceptance. And where there are needy, he will utilize his own resources to show that Harthall can be benevolent when and where it can.


Action by Valarian

Coming with to aid Diamond Company is Valarian Harrow who is there for one singular purpose - to keep the non-combatants safe. Melody and Orvyn, and to a lesser extent Soren, will find the hulking Harrow at their sides, dressed in crimson armor and diamondplate sword, Righteousness, in hand. If someone should get past the guards or get aggressive during negotiations or medical treatment, Valarian will not hesitate to run them through right then and there.


Action by Thorley

Harthall Isles is an are that Thorley is familiar with - from his time as a sailor that served in the Westrock Reach Navy and then as helping to break up the pirates that often used the hooded coves and lush lagoons as shelter and bases from which to strike. With his knowledge of the Isles, he's going with Diamond Company not only as an advisor, but to assist with any trouble that they may come across.

His place is near Violet's side, the Sword of Westrock Reach lending legitimacy to the mission that has been set forth. That the Lord of Harthall in turn has the support of the Duke of Westrock Reach and it is his sword that is on this mission.


Action by Harlex

A mission like this requires a certain ‘worst-case scenario’ mindset. Ordered specifically to retreat and defend in case of an attack, Harlex will coordinate with the heavy infantry and marines to establish a proper beachhead. Should the situation turn violent, he and the others will be prepared to holdout against the brunt of an assault.

Trenches will be dug along with loaded sandbags and sharpened spikes to stifle overwhelming forces or mounted units. Coordinating the mercenaries will be his main focus. Not much a scout himself, Harlex can put his battlefield knowledge toward something more useful.

And should the scouting expedition yield results and they venture deeper into the island, they’ll have a stable command site to coordinate future venture.


Action by Soren

Soren is there for a singular purpose, tagging along with Violet and Diamond Company for any medically related problems that might arise. Like someone falling down a ditch or falling out of a tree. To even hostile natives. While his main priority is any potential triage or events that'd require the skill of a physician, which really, he's in charge of the rest of the medics that came along, he is more than capable of laying down fire with his crossbow if he needs to. Or his fists, if they get close. The big medic is here to keep an eye on the boss, and follow whatever she directs him to do. Here's just here to help. Heal or murder, it doesn't make much difference to him.


Action by Melody

In the possibility that peaceful contact is made, Melody will be joining the diplomatic resolve; brandishing her silver tongue, charming demeanour, and terribly sweet smile. Perhaps it's true: She'd a prodigal, and she's got a soft heart for other abandoned who are out there. No, not the crazy abandoned who want to do all that weird nonsense -- Just the regular people out there who are afraid.

So with that bleeding heart, an adequate retinue of guards, and when she's /certain/ that they're not the "weird" kind of abandoned, Melody will speak to them. She'll be gentle, warm, and honest. Comparing the life that was, and the life that she currently lives. Coaxing them, tenderly, into considering their future and the certainly scary -- But beautiful changes that come along with it, should they choose to accept.


Result

It's certainly an - interesting campaign into the Harthall Isles. They start by sailing the area, and it seems that over the years the charts that the Harthall sailors have made are remarkably thorough indeed. Their mapmaking is in large part a success as well - they take pains to note where there are shav, and where there are smugglers - strangely some of these places seem abandoned, but it's clear from the type of building and their hasty removes that not only are these temporary sorts of places, but there is the suspicion that someone has warned them ahead of time.

And then there's the legend.

They hear of it first from some friendly tribes who keep them at a distance but seem disinclined to truly fight. "Mind the Shallows," they say, and they don't seem to be speaking of the shallow waters that threaten to tear their ships apart. But when asked what The Shallows are, they just smile infuriatingly and refuse to answer.

But over time, they change their questions and when they find people willing to talk, now they ask about the Shallows, and they gradually get a clearer picture. There's a legend, ancient as the sea itself, of a place where not even pirates will go. It's said that to get there you have to run aground on a particularly fine day, with clear sailing. And if you've chosen just the right spot, and just the right angle of approach, you won't run aground at all, but will find yourself sailing in unknown waters through a sky of green and purpose, with two moons and no sun at all. It's said to be a place of pirates. Where those lost at sea go to sail forever.

That's the legend. But lately there are darker rumors, of stolen treasures hidden beyond the reach of man, and hideous abyssal monsters that guard it. And gradually they pinpoint exactly where this island is, in Harthall territory. And the exact right approach to take to get there.

The question is - do they dare go?