Cradle – Chapter 3 in Ondûn | World Anvil
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Cradle – Chapter 3

“Autumn of 68, Second Age. Disaster.
A mercenary’s most valuable possesion ain’t their sword. It ain’t their helm, it ain’t their horse. It ain’t even their purse or their payday. It’s their word.
Once given, a mercenary’s word is an iron shackle. Much as I hate to give the smirking bastard credit, that’s one thing Yorgos understood better’n anybody. All that matters is that, when you sign on the dotted, when you give your word to a client, that you follow through.
Your word pays for your purse. Which pays for your horse, your helm, your sword. Show me a mercenary that can afford to go back on their word and I’ll show you a retired mercenary.
Long as you intend to keep marching, you keep your word and your trust in your comrades.
Break that at your own peril.”
– Beholder's Log, 20th of Gnoson, Year 68 of Ondûn's Second Age
  Departing Disaster and heading to Fort Yarakir, the Menagerie discovered the sheer amount of treasure that Zelene and her crew were storing aboard their ships – and thus, their need for a stronghold. While en route, Remorhaz and Willow started up their archery lessons anew, Griffon dealt with some dissent among the crew and Unicorn reconnected with Chimera.   Once they arrived on the mist-haunted border of Fort Yarakir, they made their plan. They would divide their forces in two and send one portion – infantry and siege weapons – against the main gate, while the clerics and artillery would serve as a distraction on the north beach. Meanwhile, the Commander's Tent would sneak around the southern side of the island and creep into the fortress from there. This plan hatched, they turned their attention to the labyrinth of shoals and shipwrecks that lay before them.   As they worked their way through the fog, each of the Commander's Tent made an effort to help steer the pirate vessel. Umber helped row, Remorhaz used his dancing lights to guide the way, Unicorn his knowledge of sailing, Dredgar watched over the bow. At one point during the perilous passage, an unearthly scream rang out from the island, filling everyone's heart with fear. Griffon attempted to master this fear and frighten the crew onto their tasks but Umber was so shaken, he sought the child Banshee, to ensure he was unharmed.   Once through the mist, it was time to attack.  
BATTLE STATS:
The Menagerie:
  • 1 Menagerie Foot (large standard elite infantry)
  • 1 Menagerie Artillery (large heavy elite artillery)
  • 1 Menagerie Clergy (small standard veteran clerics)
  • 1 Menagerie Engine (small light conscript siege)
  Fort Defenders:
  • 2 Ghoul Castaways (small light conscript cavalry)
  • Fort Yarakir (small light veteran stronghold)
  As the army distracted the fort's defenders, the Commander's Tent slunk into the fort's shadow and prepared to attack. Umber and Griffon, the fastest afoot, were quickly through the defenses and stumbled on a banshee at the tower's summit. She attempted to drain Umber of his youth but reinforcements – Unicorn and Dredgar – were swift to arrive. Remorhaz, meanwhile, flew to the battlements and engaged the archers but was quickly overwhelmed. When her scream proved ineffective, it was Unicorn who ultimately slew the banshee and, while the skeletal archers resisted for a time, it was quick work to mob them up and permit the Menagerie to charge through the gates.  
BATTLE STATS:
The Menagerie:
  • 1 Menagerie Foot (large standard elite infantry)
  • 1 Menagerie Artillery (large heavy elite artillery)
  • 1 Menagerie Clergy (small standard veteran clerics)
  • 1 Menagerie Engine (small light conscript siege)
  Fort Defenders:
  • 2 Ghoul Castaways (small light conscript cavalry)
  • Fort Yarakir (small light veteran stronghold)
Campaign: The Menagerie
Game Date: Gnoson 20 – 55, 68 2A
Starting Point: Disaster
Characters Present:

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