Oki

Words of a Tired Nomad
I need a nap.

It’s been a rather…eventful couple days. I’ve found and spoken with Cree about The Incident, and have found myself traveling with the Little Ray of Sunshine caravan for now. I’ve only spoken to a handful of the others, but so far they all seem okay. Skittles is probably very…very upset with me, though I deserve it, and I want to find the one called Makya again. He’s a curious thing, I hope to have the chance to speak to him more.

Assuming we get out of this damned place.

The one called Thoorin thought it’d be a good idea to go into a Tormentor’s Cavern and play with Iron Spirits, and though Iron Spirits Cerul 12 and 13013 have grown on me significantly since first meeting them, I still don’t feel totally comfortable being here. I’ll have to make sure everyone is properly purified as soon as we return. If we return. We’ve almost lost ourselves once already. A Sinner’s Beast is what Thoorin and the one called Anazat said it was. According to Anazat, the now corpse is to be sacrificed to Az, though the one called Elros thinks he can make some kind of weapon from it. Sounds both interesting and mildly terrifying but that’s been my whole day at this point, really.

And though I don’t like to think about it, theres also the incident earlier with the seance that went very wrong. I should have known better than to fuck around with the spirits in this place, and yet I let the Thoorin drag me down here before I had the chance to do anything otherwise. The one called Giles seemed incredibly shaken afterwards. I haven’t had the time to talk to him about it yet, but I need to. I also need to thank him for helping me a bit ago as well. Hopefully I can talk to him privately, it’ll at least make me feel better.

And then there’s the fact that the Thoorin might murder me with his own hands. I should find a suitable place to hide, or at least try to avoid him as best I can. We’re sort of all locked in this room. Perhaps Anazat will keep him away from me? I’m not sure. I need to make sure Anazat doing okay after everything anyway. Between his…transformations earlier and the pharmaceutical-that’s what the Iron Spirit Cerul 12 said it was likely to be-I injected him with (which caused the anger of the Thoorin), I’m a tad worried about him. He can handle himself, yes, but that doesn’t keep me from being concerned.

At least the little one called Annina seems to be doing fairly okay. We had a run in with a monster that had her rather upset earlier but we managed to shoo it off for now. Hopefully he stays occupied with what we basically bribed him with. The one called Bodil seems to be keeping her eye out for him.

It seems I have quite the list of things to do for now while Iron Spirit 13013 does his upgrades. Hopefully I can get as many done as possible before going to sleep, though I doubt I’ll sleep well in this cavern.

Tormentor’s Cavern To Do:

  • Talk to Giles
  • Talk to Anazat
  • Avoid the Thoorin
  • Avoid death

General To Do:

  • Acquaint myself with the rest of the Caravan
  • Speak more with Cree
  • Speak more with Makya
  • Explore more of the town
  • Learn the language of the Iron Spirits Help little Annina look for the Bigfoot
  • Attempt to teach Cerul 12 and 13013 about basic emotions and free will Try to make it up to Skittles
  • Investigate more on The Incident
  • Learn more about The Voice of Summer Try not to get booted from the caravan

I suppose I’d better stop messing around and get back to it. I pray that we all make it out of this cavern alive.

-Kai

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6 Things Every Imperial Knows about the Frontier
For Players of the Imperial Faction, Sphinx Society, and potentially the United Churches

1. It’s Wild and Untamed: Even after the Orc Wars the lands northeast of the Imperium are still wild and untamed. The people of that land (called nomads) live wild and unruly barely better than animals and follow faiths long gone from the worlds of civilized men.

2. Frontiersmen: The frontiersmen are vassal people loyal to the empire, but are an unruly and often ignorant lot. They left the light of civilization long ago when the faith was new and have lived in the edges of the world for so long that some of the wild has rubbed off on them. Many follow old faiths that have long since left the lands of rational men, and even cavort with the wild peoples of that land like the feralfolk and orcs. Some say that they even cavort with Ogres, producing terrible spawn of great evil, brutal strength, and dark urges.

3. Nomad Faiths: The Great Green Sea is full of faiths and religions dedicated to all manner of enigmatic and potentially dangerous Lords not seen in the Imperium. These faiths are holdovers from a land not touched by the likes of Aurum or the Creed, who long ago expunged the deceptive and dangerous faiths from our lands so that we might never be lead astray by those beings alien to mortal men.

4. The Strange Technology: Greatest of all its mysteries, the Frontier is full of strange technologies found nowhere else in all of Oki. This is the land where the Calvans found their great stash of firearms and with them pushed back the Orcs during the Orc Wars, and where Spirespawn wander free or awaken from deep slumbers buried in the earth. These relics are holy things the Creed denotes as parts of the Great Spire in the heart of the Imperium and many are considered the divine property of the faith. To find or keep one of these is to have the favor of The Spire and great prestige in the Imperium. Many have left to the west to find their fortunes here in this land of holy mysteries.

5. Horsemen and Orc Wars: The nomads are known for their mastery of the horse and other mounted beasts, having long ago elevated these beasts that take to the saddle as holy creatures. They say that wealth is measured in horses rather than gold in these lands, and great leaders will have whole herds to their names. More terrifying than the nomads though is the Orc, the greenskin menace that lead the Orc Wars 2 centuries ago. These brutes are said to be taller than the greatest warrior, with bodies of knotted green muscle, and wield weapons of terrible power atop beasts the rational man can barely comprehend. They were beaten back 2 centuries ago with the help of the Imperial troops and some nomad loyal to the Imperium who helped push them back beyond a great mountain range in the area, but many are still in Imperial space, roving and raiding with fire and dark glee.

6. Dragons, Giants, and “Iron Spirits”: The lands of the frontier hold many other beasts beyond the nomads thanks to its nature as a land wild and untamed. Giants of old still wander the lands and dragons stalk the tall grasses like nowhere else. Some say these beasts have faces of swords, tails like battering rams, and are so massive that they can climb the greatest city walls like a goat fence. Amidst these also stand mysterious and terrifying creatures called “Iron Spirits” said to be the spirits of the dead locked within walking tombs of metal. These beasts are said to be able to breath lightning, shatter swords on their breasts, and defend themselves with glowing airs that surround their bodies. Many believe them to be lost souls of the Creed, Spireborn looking to return home or driven mad and left to wander the earth for past misdeeds. They are said to be beautiful and terrifying and best avoided by all but the most well prepared or most foolish.

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Little Ray of Sunshine Rules of Conduct
Sunfire Encampment Safety Update

Nailed to a corner of your sleeping wagon, a rough sheaf of vellum rustles in the breeze.

Camp Rules for Safety in camp

  • No scuffles or sparring in camp!: The Frontier is already dangerous enough, keep your personal scuffles for your off hours outside of camp. Those who break this rule receive 3 lashings. Those who harm Cree or those sent to break up your petty squabbles will receive 6.
  • No Gambling!: There is to be no gambling within camp where coin, gem, or treasures are exchanged, the former often leading to the scuffling above. Those who break this rule receive 2 lashes.
  • Respect the Apothecary Tent: Do not interrupt, distract, or otherwise impede the work of whoever’s on call in the medical tent. If you distract them and fuck up their procedures the consequences are on you. 3 lashes plus whatever punishments come for the harm caused.
  • Don’t sleep in if you can’t afford it: If you got work in the mornin’ you best be at work on time. We aren’t paying you to loaf! Employees who are not at their details by dawn will be on latrine cleaning and take 2 lashes. Drivers who are not at their stations and ready when it’s time to break camp will receive 4 lashes and their pay docked accordingly. Further punishments may follow.
  • Leave the Passengers Be: Do not badger, annoy, or otherwise intrude on passengers when it ain’t needed. They’ve paid to be here. Those who do otherwise will be stuck on trash, latrine, or cast off duty.
  • Passengers, do not obstruct crew: You’ve paid to be here, they’re here to work. Do not get them in trouble by getting in the way of their job. They are paid to keep our wheels moving on time and our camp from being lit on fire by orcs. Do not fuck that up. Passengers who ignore this rule will get charged 1 gp for their trouble.
  • Do not tell Cru the food is out!: Due to recent events this apparently obvious rule needs to be stated. Do not tell Ooth Ooth Cru that food is out. Yes, the beast is more intelligent than a simple beast, but he is still a beast. He will eat you, he will eat the horses, he will try to eat the crew or the passengers. Until such a time that that beast has been tamed or cowed, keep the workings of the crew to yourself. Those who break this rule will receive 4 lashes assuming they are preempted before Cru can cause any damage. Should the beast begin to hunt about camp, your punishment will be much more severe, the least of which will be repayment for damages rendered.

Rules for The Sunfire Encampment!

*KEEP YOUR MOUTH SHUT!: We are working in a hidden sight, it is to remain that way. Do not disclose the location of our camp to outsiders lest you would like to have our spoils and your pay compromised accordingly. Loose lipped crew will receive 2 lashes. Expedition crew will be handled by Ambrose and likely receive a lashing as well.

  • All Experiments and Artifact Testing are to be done at a safe distance from Camp: Due to recent events, all experiments and identifications of unknown artifacts from the Sunfire Encampment must be done at a safe distance from the passenger sleeping quarters, mess, medical tent, and other essential service stations. Ignoring this will cost you 1 gp and/or a turn on shit hole duty. Failure and serious damage to our wagons or crew will result in further punishment of lashings and pay to repair damages. Do not make me explain this twice.

Upper Management
Head Teamster Charlie Crayton, Tyrant Chief Saltuck Cree

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Big Head's Journal #2: From Grave to Grains
The game is a foot

Well I would’ve never thought that Otis cult were still here in Middleborough. Not only are they here but they were though. But not tougher than the shadow of big head. Thinking after they tried to burn a house down and hit me with a shuriken they could hide. They thought their traps would stop me but it didn’t. It only made the thrill of the hunt more exciting, even while writing this I can’t stop the shaking from excitement. There were some hiccups though, I gave my presence to Bodil and Giles after boxes falling on me, got foot in hole (still feels numb and hard to move), and an imperial took a pot shot. Why can’t anyone understand that I am doing good for the people. Still my work isn’t done, one got away and the blue eyed ghost was there and went away after the guy left. It seemed to be good seeing as it lit up the one guy not us. To make matters worse seems there’s a potential smuggling/pilfering operation, seeing as how the boxes of “grain” are really iron spirits as sus calls them. One contained syringes, silver disks, and a tiara with cables sticking out of it. Main question is who took the grain and where is it? Now that I think about it I agree I do feel pretty wearing it think that I will keep it and at least one syringe gotta keep the fire going through tomorrow and the next day. Uh-oh thunderous stomps means thoorin’s coming by better hide the stuff before he takes it.

-Big Head
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A Treatise on the Cultures and Histories of the Frontier
Ambrose Ballrene

Some of the oddest forms of divination are found in the frontier. Here the Scrapwalkers and those of the fleshier sort practice the art of Cybermancy. The trek into the deepest caverns or weathered ruins, finding those brushed steel and blinking places those old bodiless souls called homes. Here I have seen them huff vents of queer smoke as those followers of the Inferno might through peace pipes, cocking their heads skyward and exhaling fumes of violet, lavender, and roiling cerulean. They say they see the past future of time and space, its odd geometries, The Dreamer and The Walker all cavorting in the clicking lights and flickering walls of these hallowed grounds. And from these swirling visions the they parse that which is to be.

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On the Art of Magical Crafting
A Treatise on the art of imbuing the mystical forces into the objects of man.

The art of crafting magical items is a tradition far older than any border on map or history put to page, an art form meant to bind the fickle wills of the mystic to mortal instruments for the use of all men and beast. That said the art itself has been fraught with uncertainty and danger since before records were kept. Tales stretching back to the Homes Across the Sea tell of the dangers of trinkets made without clear intent and of magic laced into weapons forged with malicious intent and the dangers they’ve wrought on the lives all men. From the mundane feather token to the fabled “phylacteries” of the Whore Frost, our stories and lives are littered with their footprints and in these humble few pages I hope to give you dear reader a better understanding of their works, lest you run afoul of these arcane devices as so many unprepared have before you.

Creation:

Perhaps the most important and least understood parts of a magical item, the point of craft and creation is arguably one of the most dangerous times in the life of all magic items. Here brave or foolish wielders of magic attempt to call, coerce, and bind the raw unbridled powers of the aether and shape them to their whims, hoping that they will relent and acquiesce to their whims. The first and greatest danger is the magic itself. Wild, powerful, and unrelenting the whims and winds of magic are often too much for even the greatest sage to understand completely, let alone the run of the mill craftsmen. This greater mystery to this powerful force often leads to odd, unintended effects during the crafting of various items, be it as little the gold band of a nobles ring of deflection becoming bright pink to the weapon sprouting fanged maws and an endless thirst for human blood.

to be continued.

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Big Head's Journal #1
Worst Night Ever.

You know such a simple plan go into the big scary beacon of death, find proof about blue eyed ghosts, get cool lost tech stuff, get drunk at Pilgrim’s Hill with new comrades and friends and what happens? Suus goes attacking the robots going on about how they are tormentors and stuff, dwarf goes and injuries her hand by smacking the table hard causing us to postpone the trip into the beacon and caused me having to use the damn library that has no info about the ghosts anywhere. NONE! You’d think a town with the United Churches and Temple of AZ AND where nothing but strange and supernatural happening the only info there would be is the supernatural and strange. Maybe I should have stuck with the Sons of Frontier and New Kings. Nah, supernatural needs to be stopped before they get more powerful beside could involve Duncan. And on top of all that now I got my identity discovered by my comrades who may or may not sell me out when I least expect it I don’t know if I can trust them thought my third disguise would have fooled them for sure especially since Suus and Thoorin never saw my special talent but NOPE! GET BITCH SLAPPED AND CHARGED 150 GP FOR NO REASON BY PIG MAN BECAUSE OF “WASTING HIS TIME” OR SOMETHING LIKE I’M SUPPOSE TO TRUST THE MAN WHO’S BEEN SAYING “I’m gonna catch him and turn him in” ALL DAY. Why is it friends anyways friends/people trying to be friends with always want money from you. God might as well invest in hookers as friendship at least getting blown is always on the table with prices. Well I know A) Children are dicks and need to stay locked in their cages. B) Chickens are dicks and the next chicken coop I see it getting fire bombed for fired chicken. C) Sneak everywhere when masked not like I move any slower from regualr walking. D) I now have a constant alibi which is great for me to get away with my stuff. Downside is how much can I away with before Suus decides he’s gonna turn me in is the question. I need to get dirt on these two if they got my secret then I need see if I can get dirt on them. First thing is first blue eyed ghosts, then SOF, then dirt hopefully after all of this hopefully I can get money and get tools to make my job easier. Ugh can’t wait to get back to camp feeling tired after all of this gonna sleep forever.

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The Field Journal of Sus Steadyrock
Blindsided.

If somebody had told me the circumstances in which I would be writing this entry, I would have called them a fool or a madman. At any rate here I am, and I wonder if maybe I’m the one who’s been a fool.

Despite the many changes in my life, there has always been one reliable constant. The Tormentors, and their horrifying children the Iron Spirits, have bedeviled my people. No good can come of mingling with them. This is known. This is indisputable. And yet here I sit, bruised and stiff but alive in the lair of a Tormentor.

After all of that bloody business with Crog Halfsmile and his gang, I came to Middleborough. It seemed like a good place to lay low for a while until Crog’s boys stopped caring about their oaths of vengeance. Plus, I figured I could make some coin. Bigger towns always have someone causing trouble. As luck would have it, the only posted notices were looking for a Blue Eyed Ghost and some kind of a vigilante going by the rather ridiculous name of “Mr. Big-head”. The ghosts I’ll leave to someone more prepared to deal with that sort of thing. Surely somewhere in this foolishness of “civilization” they’ve got a shaman. The vigilante, though, that one caught my interest. Apparently some kind of three-eyed goblin has been skulking through the shadows and striking fear into the populace. There’s a pretty hefty reward for any kind of information about him, too.

If I hadn’t been half drunk when I found out about the vigilante, I probably wouldn’t have done what I did, but the goblin sitting across from me was clearly passed out drunk. I figured what harm could come of taking just a peak under the bandana he wore on his swollen head. Who ever saw a goblin in a bandana? Destiny truly always attacks from the flank.

Far from being some kind of vigilante, the goblin is question is called Gorgus Hammerthumb. He’s a carpenter, and admittedly not a bad one. Ugly little plug, but that’s not his fault. He came with me when I went to speak to the council to see if I could get any more information about this Mr. Big-head. Along the way, he spun out some crazy tales about the so-called Heroes of Middleborough, and the unlikely things they’ve seen and done. A statue attacking the man it was built to honor? This morning I would have called that outright prevarication. but now I have to admit that I’m just not so sure.

Gorgus and I eventually made our way to the Little Ray of Sunshine caravan, where these “heroes” have been making camp and offering protection for the merchants. Some heroes. They couldn’t even seem to muster up any interest in the fact that an army of greenskins was arming themselves within a defensible location right in the center of their town. But I’d exhausted my leads for Big-head, and the caravan’s owner seemed to be recruiting more talent, so I decided to sign on as a guard, and caretaker for the horses. As an “audition” they squared me off against the most disgusting half-ogre I’ve ever seen. His body is almost completely round. Squeezing through the gaps in the tight white leather, his skin is oily where it doesn’t seem to be made of stone. He calls himself Thoorin, and he’s a coward and a cheat. He’s plenty strong, but still felt the need to wear a set of brass knuckles in his boxing match against me. I would have set Rasher on him, but I choose to fight with honor. Besides, apparently standing off for a minute against the brute was enough to convince the head man that I had what it took, and they gave me the job.

It wasn’t what I expected. Instead of journeying across country stopping attacks by bandits and wild beasts, I went in a company including this Thoorin and a council member for the city, a halfman named Joseph. A strange, stocky woman named Bodil who apparently can sense the activities of the spirits of this place came with us, and despite my reservations and fear that I’d have to protect him at every turn, so did Gorgus.

Shortly after entering we were attacked by giant rats that, when killed, became swarms of smaller rats. This seemed to surprise Joseph, and I confirmed that they were natural rats nests, though certainly not natural rats. Still not sure where they got the materials needed to make their nests, though. They burned handily enough, so hopefully that takes care of the problem.

That’s when my entire world collapsed out from under me. In the very next room of this gods forsaken place I came face to face with an Iron Spirit, which came at me aggressively, then stopped when Joseph threw himself bodily onto my Raven’s Beak, forcing it to the ground. The monstrous thing, which they are calling 13013, broke off its attack and seemed largely uninterested in me or my companions after that. Then we descended down a hole into another level of this horrible place. There we came upon what I first took to be a woman, working at some kind of glowing window. Upon closer inspection, I saw that she was not a natural being at all. I took her to be a Tormentor, and I did the only thing I could think to do – I attacked her. The rest of the party turned against me, and they knocked me out and tied me up with my own rope. I can’t blame them, I probably would have done the same in their shoes. Now, I’m not so sure that she is a Tormentor. Apparently, she’s a “robot”, whatever that means. But she doesn’t seem malicious. And this place, this Psychosis Beacon, is seemingly no longer being used for whatever foul purpose it was originally designed. It seems we’re just here to loot anything of value. Not quite what I call “heroic” behavior. Still, this group is undoubtedly powerful. Maybe they just need someone to show them how to best apply that strength.

I think our time would be better used finding that vigilante menace and bringing him to justice. Perhaps I can enlist Gorgus’ help. He should be able to understand the mind of a goblin, and he’s proven to know how to handle himself in a fight.

Joseph has just left us, and the others seem to be discussing what to do next. I’ll write more soon, but for now I think it’s best that I pay attention to what’s happening around me.

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The good, the bad, the dragon
Anyone want to buy a dragon?

Oh my god it finally happened! I’m finally ahead of duncan! And it was with the help of Jerrard and the caravan! And we even got the dragon alive! What a great day it was…until I learned that we have to wait for someone who wants to buy a giant dragon which mears midle brough has a giant ticking time bomb. Why can’t anything go with no problems in the end. And with how rich the town is its not going anywhere soon. And to top it off imperial legion won’t let arrelius look over something how he’s too low rank and have only top men. I don’t like it they would not even let me know what their plans are if it tries to break free. I need to find someone who wants a dragon and has the disposable income to spend on it. I need to go further than Middleborough but I must not leave cause I know that the dragon will escape. I need someone who has a friend in every town but who?

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Leper's Log
Elections, Meetings, and Numbers

At first, I was feeling really confident about the elections but now I’m starting to feel a little uneasy about it. Duncan has a small lead, a 10 to my 7, but with a little digging around I learn there’s a possibility Sons of the Frontiers not only run a smuggling operation, but also back the new kings, a group of outlaws who believe the frontier should be free of the imperial rule. To be honest, it’s a worthy cause to fight for but I feel the way it’s fought is terrible one mustn’t do it through illegal means for it only proves frontier men shouldn’t be left alone, there must be talks. In other news we got thoorin set up to be fixed tomorrow and met with Hexin, a writer interested in the various stories we got of our travels. After a few bites of food and some drinks I proceeded to tell him of ravenmoor and occultic stuff that went on. I also told him about how we freed thoorin from slavers and took him and other slaves up a moutain to the quiet earth monastery. How we managed to beat Eserosa, had evils spirits chase us, and managing to cause an avalanche and surviving said avalanche. Also mentioning what is so far the biggest moment in my life, meeting heavenly mountain who came down from the sky killed thoorin and me arguing with him foir three hours to convince him to bring thoorin back. He seemed quite enamored with our stories cause after we finished he thanked us and said anything that we wanted he could give I mentioned I was running for election and needed help with votes and he said it was done. I swear no amount of gratitude could show how grateful I am about this and now I really need to get to work on that speech I’ve been putting off so much stuff going on so little time. Also I should probably tend to a nagging thought in my head, well more of a nagging problem. Ever since the damn avalanche I’ve been getting equations in my head now numbers dig into my skull everyday almost on repeat. 65, 18, 10, 3, 4 I wonder what they mean? I really fear what they do mean and have a good thought where the answer will lead to eventually but I must know for sure. I wonder how to ask for help on this without actively getting people involved? I guess one place to start would be alchemy seeing as it may put me on a direction to the right place. All I know for sure is this, it gonna be a long summer.

-Joseph Leper
Priest of Joshua, Diplomat for Little Ray of Sunshine

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