Get out the popcorn...
On to the events of Year 11, which sees a rather awesome subplot develop 
We've left our heroes in year 10 while they were planning to spring nearly 1500 people from captivity/slavery under the Orks of the Eastern mountains. Preparations are underway......
Spring and Summer
Downtime Seasons While "Flight of the Phoenix" is prepared from scratch as an unprecedented lab collaboration (Circle based mass teleport).
Aed and John guide a number of labourers in clearing some teleport sites along the travel route, collect appropriate ACs and prepare small supply caches.
Autumn
Raid on the Orks
Brennan and Ignacio decide to stay behind and ensure Dragmos is safe, given recent incidents with the centaurs. While the city wall and the palisade are up, a concerted attack would still be problematic.
The attack group is planned to split into two: An incursion/strike team (Florus, Ira, Aed, Festos, Eleanor, WyndHaygar, Gendo) and a base team (Sorel, Latifa, Geeorg, Yaanin). The strike team travels to the Ork Fortress using the ACs while the base team covers the distance using the translocation carpet. On the way back they will remove levt behind evidence, obvious ACs, etc, allowing for minimised intermediate times between jumps. John and a number of the sailors and soldiers will take some of the ships to the first holdover point.
The initial plan is to remove the captives from all fortresses to the base point, leaving Fortress 5 as the final one. After removing all captives to the first base point (about 30 km from the fortresses) where they are organised and protected by the base team, the strike team will after a brief rest, re-enter Fortress 5 from either an AC that an Ork collected from the mid levels while under Ebenezer's influence, or from an AC that Eleanor collected from the roof of the same fortress. Between each jump a brief rest of 2-10 minutes is needed to make sure Gendo is able to cast the spell properly (given there is a good chance of expending fatigue).
Everyone arrives at the first base point at the beginning of the night and the plan is set into motion a little later. Each Fortress has 2 large holding area for captives, which is emptied separately. Everything goes according to plan for the first four fortresses, but at the fifth, an ork is spotted peeking through the observation window in the entrance gate.He is quickly silenced and blinded by Gendo while Ira smashes the lock and breaks out into the corridor outside. While she dispatches the Ork she notices another who is running off and she asks [strike]Wynd[/strike]Haygar to bring him down, which he does (after some shouting). The inhabitants of the 2nd cell are quickly brought across and everyone is teleported out despite the over fatigue Gendo collects. Sorel, [strike]Wynd[/strike]Haygar and Eleanor quickly take the carpet to the outside of the fortress just emptied, to intercept any runners that might be sent between fortresses while Gendo recovers. No runners seem to be passing, though, unless they have bypassed then undetected or there are tunnels or other means of communication.
After about 2 hours rest the plan is changed. Given that the Orcs might be alerted, it is decided to free the civilians from fortress 5 next (including Ebenezer) since this is the home of the Orc magi and it would be unwise to give them more time to prepare. So, fortress 5 is hit and to everyone's surprise, there appears to be no change to the situation. The orks in the tunnel are quickly removed and the second prison is emptied and everyone brought to the base point.
Fortress 7, having been kept as the final one, is taken on and jumped into, just in time to see Orks leading the last set of captives out of the first cell. Cue mass combat and heroic battle music....
There are about 6 Orks still within the cell, being set upon by various members of the strike team, while the remaining captives scramble to the sides. The orks turn out to be surprisingly resilient, e.g. they are generally able to soak a PoF without too much trouble...(or Gendo's PoFs are a bit weedy). As such, melee tends to stretch out longer than hoped. Some members of the strike team make it out into the corridor and, calling the remaining people on the corridor back into the cell, attempt at stopping the Orks from killing the remaining captives. From one side of the corridor, an ork mage appears, attempts a fire spell on Gendo who comfortably MRs this and in return passes a blindfold onto the mage. The mage then disappears, presumably teleporting out... that side of the corridor is quickly sealed with a Wall of Thorns.
In the meantime, other members of the strike team ([strike]Wynd[/strike]Haygar, Ira and some of the Men at Arms) have made it out of the cell, and are beginning to deal (with good success) with the remaining Orks on the other arm of the corridor which the captives have been led down... Ira in the meantime is busy opening up the second cell and sending the second group of captives across into the first cell so all can be transported out in one move. Ebenezer (being very much a non-combatant) in the meantime is preparing the circle for the eventual departure spell...
Suddenly the voice of the disappeared ork mage is heard again, shouting at the guards to kill all the humans?!?! It appears his disappearance was really down to a simple PeIm invisibility spell, rather than a teleport... With some quick repositioning the mage is likely trapped between two WoTs and in the meantime, the Orks are slowly beginning to fall, thanks to some combative Mages and Paladins. Once the dust settles and all survivors are located, about 35 civilians have been lost to rampaging Orks before they could be killed, while the strike team members have only suffered minor injurues. Everyone teleports out to the base point. People are beginning to think they are giving the Orks more credit or intelligence than they deserve...?
After some recovery time, the attack team proceeds back into Fortress 5, this time on the 'middle level', for which the ork under Ebenezer's influence has provided the AC. The group arrives in a corridor which appears to have hundreds of small (Ork?) effigies hung up on chains from the ceiling, which are assumed to be ACs to some of their followers (and are , hence, destroyed). Florus follows the corridor in one direction (quietly), and arrives n a small hall where 7 ork mages are apparently in the process of casting a communal spell .
Eleanor follows it in the other direction, discovering a number of cells, which are empty, except for a cell containing a human child with a rather intense stare who seems to have expected her and what is likely the 'missing' human mage, tied up and secured appropriately, poth physically and some (PeVi?) wards.
The child is quickly freed, as is the mage and the other end of the corridor is followed, where it is discovered that the orks have noticed our arrival and have prepared for combat (fking fks!!!).
Combat ensues and turns out to be difficult, given the Orks preparation and proclivity for invisibility spells.
Notably Aed's sword is destroyed in the second combat round, but he acquires an orkish scimitar with some rather awkward runes. After some forward and backward which does not really put either side in a clear advantage, with various spells countered with spells and items, such as invisibility is partly negated by the creation of very bright light, the marionetting of Huerla by one of the orks is countered by Erebus' attempts at similar effects, etc.
In frustration, Florus decides to utilise Aeglos' (Magical elven spear that was made to combat the Orks) 'Sharp enough to split the earth' ability to drive a crack through the room, resulting in substantial loss of structural integrity of the tower... A hasty retreat down the corridor is undertaken, backed up by a large WoT. A quick examination is made of the remaining room (that apparently nobody had noticed) revealing a crude library containing 12 books on lecterns. Given the limits of the teleport, they need to be carried by individuals and due to injuries, etc. only 8 books seem to be able to carried so a quick selection of the most interesting looking ones is made, before the jump back.
In conclusion, overall, the orks have lost 1 or possibly 2 of their mages, while the strike team retreats with two men at arms on medium/heavy wounds (??) and otherwise only minor injuries ([strike]Wynd[/strike]Haygar and Aed on Lt, Huerla on Lt or Med). Given the outcome, it appears that with the proper element of surprise, a more favourable outcome would be likely acheivable.
Retreat to the Base point, a brief rest and the mass jump to Dragmos is undertaken. Cue massive party/feast and a long night, and subsequently, a Long Council session during which a number of matters are discussed:
- After minor tests, Erebus is recognised as a full mage (although this nominally activates at winter solstice). He has a somewhat checkered past back on Nathas and Ira is highly suspicious of him. Gendo had actually been a legal consultant on his case, and clarifies that he apparently found out during his harrowing that his Watcher Covenant consistet of a bunch of necromancers. The little girl in the cell next to him was intended as a sacrifice in a dark ritual. He decided that rather than sacrifice an innocent, he'd rather kill his master and the remaining mages.
- Discussions are held about making Ellotis the next major settlement, given the new influx of people. WyndHaygar and Ebenezer put the suggestion to the population during an open meeting
- Discussions are held upon raising a small settlement/outpost in Dur Kattlimu to make use of the harbour and to provide a suitable halfway point for shipping supplies.
- Some discussion about governance is raised and for the moment, the grand council is extended to include all spellcasters. Proposals are drawn up for a more formalised process
- Early discussions are raised over a quick return to the Ork Mountains to ensure a lack of retaliation by the Orks.
- Plans for raising an Aegis are accelerated rapidly
The rest of the Season are spent with preparations for settling Ellotis. It appears about 700 people are interested in moving, a sizeable proportion of the new arrivals, as well as a number of journeyman craftsmen and women, who see it as an opportunity to establish themselves. A number of the dwarves (both, Shatterpeak and local settlers) express an interest in taking over the old Dwarven Quarter of the city.
The move is planned and carried out in multiple stages: In the first wave, the advance party consists of Men at Arms, Casters, and a small group of craftsmen. After establishment of a presence in the city and clearing of any remaining hazards, and minor repairs, the second wave, consisting of the craftsmen, peasats and labourers arrive, and begin making the city habitable by clearing the terraced valley walls for agriculture, making furniture, and clearing out rubble from damaged zones. Fortunately, Ellotis has survived the war relatively untouched and within a few weeks, the final group of families and dependents arrives.
After initial clearing and preparations, the Spellcasters moving across are beginning to take over appropriate spaces, mainly in and around the Rock. Erebus is having a tower built by Ignacio adjacent to the Rock while Ebenezer is taking over part of the Rock itself.
During the process, some scouts discover a cave not too far from the city, that contains a metal ring fixed in the floor of the size that numerous other discovered portals have displayed. After some examination, Gendo determines that this is the inactivated end of the portal leading to Dragmos, with its other end not yet discovered. This welcome bonus does open the option of establishing a quicker travel route beyond Gendo establishing a teleport service between the sites, and puts renewed emphasis on the arrangement with Nethus to find/provide access to the locations and technology of the portals.
In the meantime, a small group of sailors and craftsmen begin outfitting part of Dur Kattlimu as an outpost. This includes taking over the harbour level to prepare warehousing and mooring spaces and to convert one of the mooring areas into a large dry dock. Population is intended to stay small for the moment, since the city does not have any significant defences or fortifications. As such, a permanently manned watchtower is built at the top end of the great stairwell, which can warn the people below in case of an approach by hostile forces. The outpost will, for the moment, retain enough seagoing vessels to ensure everyone can be evacuated directly. A winch platform/crane is constructed at the top, to facilitate bringing goods up for further transport. The outpost's main function is as a central trade/transport hub, to supply areas not linked via portals, such as the Scarlett Fortress, and to collect goods from the north west areas to transfer them to Dragmos.
Winter
Downtime Season
Notes:
It may be worth noting that creating a lvl 40 spell took 5 spellcasters and 2 seasons, which is a bit much for well established mages, 10 years out of gauntlet.... However, it is worth keeping in mind that this situation is fairly unusual. The Mages/Paladins/Priests/Druids were all pretty fresh but generally quite specialised. Unfortunately, a large number of them was then saddled with apprentices very early on (first gaming session). As a result, a lot of what woulds usually be further specialisation in most cases, had to go into teaching the apprentices or getting arts established to be able to open an apprentices' arts. As such, most of the early arriving characters have quite some breadth of skills and arts, but very little depth. IIRC the highest single art of the original cast is 15. The new arrivals are significantly more specialised since they have not had this restriction.
Overall this situation makes for rather interesting play, despite the unusual boundary conditions. for example, it is only now, that the characters have managed to establish labs much beyond the most basic states. The first Features and Foci are only now beginning to appear. Another 10 years and things may look very different, though.... :mrgreen:
[i]Next time in Scions of Nathas:
Drama, Terror and Despair
Watch as the evil Ravel comes to clam her prize
Watch the Storm hitting Dragmos
Watch one of the Apprentices go through the Gauntlet and the Harrowing
All this, and more, in the next episode of ..... Scions of Nathas[/i]