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[Conquest] T'e Witch In T'e Woods!

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Ursolon

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Conquest

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Opposing Faction: House Guivret, The County of Myrce

Defending Faction: T'e Witch o' t'e woods ( Owner ); Allies

Name of the battle: "T'e Witch In T'e Woods"

Location: Supposed Witch tower located within Mallowyn Woods ( witchtowerplot1 )

Time, (at least 5 days warning):Tuesday, June 5th, 3:30 PM ( -8:00 PST ) (

6:30 EST )

Terms: No terms, it is likely that this building is uninhabited.

Rewards: region/biome swaps ownership

( This building is likely uninhabited, after watching it for several days, I've seen no activity. However, as usual, I'd like to give the owner a chance to speak up ( Besides the fact that we have to. ) As for some info on the conversation below, I am Baldur Ironheart and Lugarthecougar is Balian Guivret. )

* After a feast at the recently completed Great Hall of Ursakar, Baldur approached Balian about a very important subject *

Baldur Ironheart: "Oi, Balian, may I 'ave a moment of yer time?"

Balian Guivret: "Aye, Baldur, I will always find time for an old friend."

Baldur Ironheart: "We must speak of t'e future and t'e safety of Ursakar as ah whole."

Balian Guivret: "What do you mean?"

Baldur Ironheart: "T'e city is without walls and we 'aven't a way to get an early alert of an incomin' attack!"

Balian Guivret: "I see. What are your ideas? Do you think the cost of a wall is worth it?"

Baldur Ironheart: "...Ursakar can't spare t'e minas fer t'e stonemason work t'at will be needed fer such a project."

Balian Guivret: "This is true. What do you suggest we do instead?"

Baldur Ironheart: "T'e woods."

Balian Guivret: "The woods? To the West? What of them?"

Baldur Ironheart: "T'e woods are so thick t'at we can't see half a mile in! Anyt'ing could sneak up on us and attack us while we're unprepared."

Balian Guivret: "You're right. Do you think we can cut down some of the trees? Push back the forest a bit?"

Baldur Ironheart: "Bah, t'e Monks and t'e Nawari would have our 'eads! However, 'ave you seen t'at old watch tower in t'e middle of the forest?"

Balian Guivret: "Yes! Do you think we could repair it?"

Baldur Ironheart: "Aye, but I think t'ere is a reason why t'e Nawari 'aven't touched it. We may as well claim it fer Ursakar and see what we can do wit' it."

Balian Guivret: "I'll assemble the bannermen of House Guivret. You'll lead the party to find out what lies within. We shall move in a week's time."

Baldur Ironheart: "Very well. T'ank you Balian."

* Baldur walks the steps to the Great Hall of Ursakar in search of Count Balian, upon arriving at the entrance, Baldur sees Balian waving his arms about and shouting at his bannermen. He also notices that the Countess is on her seat, crying. *

Baldur Ironheart: "Balian! What is wrong? Why is Helaine cryin'?"

Balian Guivret: "My bloody bannermen are incompetent fools! The steward I had appointed just last night is not dead thanks to their stupidity!"

Baldur Ironheart: "W'at 'appened? T'e steward is dead?"

Balian Guivret: "Aye! My steward decided to taste the mutton before it was served to my family. Within minutes, his blood stopped flowing and he hit the floor!"

Baldur Ironheart: "Someone... Tried to... Poison ye?"

Balian Guivret: "The piece was to be given to my daughter. Someone is trying to kill my children."

Baldur Ironheart: "What do t'e bannermen 'ave to do wit' it?"

Balian Guivret: "The fools were unable to move through the market in time to catch the perpetrator. I was assuming he was in the kitchen, waiting to leave after my daughter's heart stopped and gathered the attention of everyone."

Baldur Ironheart: "What di-" * Baldur is interrupted *

Balian Guivret: "And I don't even have a safe place for my family to stay should another assassin come along!" * shakes his head in frustration *

Baldur Ironheart: "Well, I 'ave somet'in t'at may interest you then."

* Baldur shows Balian a charcoal sketch of a dimly lit passage way *

Balian Guivret: * Takes it and examines it * "What is this?"

Baldur Ironheart: * Looks around to make sure no unwanted ears are present * "I found a tunnel in t'e ruins with t'at expedition party t'at ye sent me on."

Balian Guivret: "Where does it lead?"

Baldur Ironheart: "From examin'in t'e direction of t'e tunnel, I speculate t'at it is connected to t'e tower in t'e woods."

Balian Guivret: "I don't understand. What does this have to do with the current situation?"

Baldur Ironheart: "T'e tunnels! T'e tunnels can be connected to t'e Great Hall and then to t'e old keep wit'in Ursakar. All of 'em can be linked, allowing yer family to escape into t'e woods undetected."

Balian Guivret: "Ah! I see, this is a wonderful idea. We can easily mine out paths connecting each of the structures. If we were to flee to the tower, we could quickly hide ourselves within the thick woods and escape to the Wilven Sanctuary before any harm came to my family."

Baldur Ironheart: "I'll see if Halvard can't work on some support beams to place in t'e tunnels."

Balian Guivret: "Very well, thank you Baldur." * Balian turns to his bannermen and continues yelling *

* Balian wakes up one misty morning and sees torches lining the fog down in the center of the city. He goes down the steps and attempts to address the mob *

* Balian attempts to calm to group and find the reason for their fiery assembly *

"What is going on!? What is wrong!?"

* One of the peasants shouts out *

"We haven't had a bountiful harvest in years! We have prayed to Horen, we have tilled the fertile soil, sown our seed in the freshest soil! We demand answers!"

"I don't know why we have not been blessed with a great harvest in some time."

* Another unhappy soul yells out *

"The legends are true! It is the witch! The witch in the woods! You all know of the stories!"

* A third farmer throws his own comment into the conversation *

"Aye! She cursed our fields because we are so close to her decrepit tower!"

* Several now start chanting *

"Burn the witch! Off with her head!"

* Balian attempts to subdue the crowd *

"SILENCE! I will send a raven for one of the bishops. Perhaps they can cleanse the body after we chop off her head!"

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((Technically, I own this and will be...uhh...handling it, I suppose.))

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((Technically, I own this and will be...uhh...handling it, I suppose.))

(( Sent you a PM. ))

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I've spent the last few hours conversing with the original owner and we have both agreed that neither of us give consent. There are many, many reasons for this, don't worry. I'll explain them below:

1.) The tower sits about 100 metres (330ish feet) away from your village. I'm no strategist nor grand tactician, but I don't think 100 metres worth of time is an ample warning.

2.) The tower is surrounded on nearly every side by redwoods. Not only would you have to do major renovations to the tower, you would also have to cut down a good ten or so trees. I highly disapprove of any action that will remove Mallowlyn trees. You destroy the trees, you ruin the region. The trees are what make this place special.

3.) The location of the tower is, again, rather poor. It's not high up. It's surrounded by trees. Why not build a watch tower in a far better location?



  • 200 metres away, double the time to respond
  • Can see a far larger area of the forest, though the tops of the trees will be a problem.
  • Ability to keep a figurative eye on the sea
  • Obviously far higher up

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I'm sorry for the poor pictures. I'm sure you're familiar with the area, though. It's near the upside-down ship jammed between the cliffs. You should be quite familiar with the area, I've found a book by you near there.

4.) The tower is located in the Mallowlyn Woods, which is, as far as I know, a part of the Cloud Temple grounds.



  • I have never heard of an army marching through Mallowlyn, especially to conquer a small village.
  • You'll need the monks' permission as well as our consent (which you do not have nor will receive)

5.) The tower is what I like to call a 'server landmark'. I consider it in the same vein as that Hand of Krug (Is that what you Orcs call it?) thingy out in one of dem deserts. It has been here since the map began. It was always curiously odd and ever since the witch took it over (about a month into the new map, mind you. We had to talk to the GM who built these woods for the permission to own it) it has been a place of mystery.

6.) Mallowlyn is a beautiful zone. I remember a small village being built inside it. The village lasted maybe two or three days before it getting completely erased, news trees in place of the houses. The Nawari camp exists because... well, they fit the woods so well. Things that do not belong in the woods disappear. I feel that a watchtower, especially one in that location, does not fit at all and ruins the mystical feeling of the area.

7.) Very few people have ever been inside the tower. Very, very few. The owner and I would like to keep it that way. It's a mystery and it adds to the roleplay and lore of the woods, as well as the Gypsies. (If you do know, for any reason, what the contents of the tower are, I'd like you to keep a secret. I know some of you have glitched into it, whether on purpose or accident, and I kindly ask you to keep quiet. Don't ruin the fun for everyone else.)

8.) I believe it's important, in a way, to the Gypsies' roleplay. The tower is a mystery for them. People are always going to wonder about that tower. Who are they going to ask about it? The Gypsies. You turn it into a guard tower, there goes a lot of roleplay.

That's all I have to really say. Unless you have an extremely good reason as to why you should acquire ownership of the tower, I have to politely say that the doors will forever remain closed to you.

Now, I can promise you one thing: Increased roleplay activity around the tower. I hadn't noticed how important the tower is till quite recently and have made it my duty to bring more roleplay to and around it.

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You dont't have to give consent I think... The past war claims have not (( to my knowledge)) its up to the gm or Warclaum team member to approve it.

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I was aware of the fact that the tower might possibly be one of the few locations that had that 'unspoken rule'. So, well, I'll just leave this here.

[5/31/2012 8:55:24 PM] Ursolon ( Quinn ): Got a minute?

[5/31/2012 8:56:14 PM] shiftnative: Sure

[5/31/2012 8:56:24 PM] Ursolon ( Quinn ): Witch tower in Mallowyn woods.

[5/31/2012 9:01:26 PM] Ursolon ( Quinn ): Know what I am talking about?

[5/31/2012 9:01:35 PM] Ursolon ( Quinn ): Just North of the Nawari Trade Camp

[5/31/2012 9:01:45 PM] shiftnative: yep

[5/31/2012 9:02:05 PM] Ursolon ( Quinn ): Would it be OK if... say... a war claim went up?

[5/31/2012 9:02:18 PM] shiftnative: yeeeep

[5/31/2012 9:02:22 PM] Ursolon ( Quinn ): :)

[5/31/2012 9:03:11 PM] Ursolon ( Quinn ): That just made my day.

[5/31/2012 9:04:15 PM] shiftnative: :>

Permission = Given

You are correct, the tower is surrounded by tall trees. However, a large view of our surroundings is not the only reason why we have decided to do this. You asked me not to speak of the contents of the tower, but I must point this out to give another reason for our actions.

Beneath the tower, are a set of tunnels which connect the ruins to the North, the ones you found my book within, to the watch tower. We plan on connecting the ruins via tunnel to the Great Hall of Ursakar, allowing the noble family an escape route should they need it. The tower also already has a substantial underground area which can be altered to serve as a barracks for our bannermen. Also, another reason for our actions is that, if you had read the dialogue, you'll notice that Baldur had said "We can't spare the minas". As in, we don't have to money to build defenses. AKA: A watch tower or walls. Thus, the reason why we aim our sights on a tower that already exists in a somewhat strategically sound location, rather than spending our money building a new tower.

Braxi- Uthor, was correct. I do not require your consent to do this. That is the whole purpose of War Claims. My PM's were me asking you if you would like to move your things out and give us perms to is sooner so we don't have to wait the full five days for the claim to go through.

I will be VERY upset if, come the day of the battle, in front of that tower is an army. Because, in our world, no soul of the right mind would pledge their sword to a wretched witch, especially the Nawari who see the place as taboo. If an army is present, it means you pulled some OOC strings and I will simply be disappointed.

All in all, we don't need your consent to take the tower, we will do so if we please.

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You dont't have to give consent I think... The past war claims have not (( to my knowledge)) its up to the gm or Warclaum team member to approve it.

Technically he/she does have to give concent. It is when a GM over rules that concent because it doesn't make sense in RP that consent doesn't matter. Forcing anyone to do anything is powergaming.

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Well thanks for clearing it up Blundermore.

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A pleasure as always.

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I remember this tower and wanting to look inside it. I fear that if you take this tower and renovate it that it will loose much rp and loose its landmark like status

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I am going to take a stroll past it again, I have to question the logistics of having a watchtower being surrounded by the Mallowyn Timberline, practically halving chances of seeing 'intruders'.

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I'd have to agree with Gaius on this.That forest is really thick,you wouldn't be able to see anything.It would be really,really useless.

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I've watched it for days, there has been zero activity. Not once have I heard anything about it being an important location for RP. I do not plan on altering its appearance. It will most likely become the home of the Hammerite Lore ( IG ) when we find the books ( Lore in the works, books to be written and placed in the ruins to the North )

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I'd have to agree with Gaius on this.That forest is really thick,you wouldn't be able to see anything.It would be really,really useless.

He also listed using it for a system of escape tunnels. He clarified on the previous page.

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Yes, when I say watchtower, I don't necessarily mean sitting atop a tall structure and watching the area around it. The building will work as an outpost for the bannermen as well as an escape route.

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