Saturday, 18 Apr 2015 11:00 AM
PC fee – $20
NPC – Free
The Waste has been long regarded as a worthless and dangerous land teeming with monsters. This belief is not wrong, as it is one of the most inhospitable and foreboding landscape one can encounter. It is a land devoid of life, except for creatures that hide in darkness and shadow, waiting to strike any traveler foolish enough to venture there. However, human ingenuity and perseverance in the face of adversity will not be denied. Through the combined effort of the East Ikhten Trading Company and the mad genius of a certain Verrakin Master artificer, Nunhut Khetuat, the grand Pan Waste Ihkteni Canal has been constructed through the narrowest part of The Waste.
A call for help has been sent forth from the Barachial’s Rest, the fortified oasis located at the exact mid-point of the canal, and the only hospitable place in the whole of The Waste. While skin blistering heat, flesh eating sandstorms, deformed monstrosities, and hot beer are to be expected, recently the desert denizens have displayed increased ferocity and organization in their attacks. The local Mamluk commander has offered up to a draught a day to any heroes or soldiers willing to defend the canal (with hazard pay guaranteed to orphaned children, widows, or widowers) while they work to expand the defenses.
Passage to Barachial’s rest is available on one of the many merchant vessels transporting supplies for the new fortifications.
Friday, 27 Feb 2015 6:00 PM
Due to our original game site having a road closure and being unavailable, we are instead booking Malibu Creek State Park. The address has been updated to reflect this. This park’s main gate closes at 10pm, so if you are later than that, you will have to come in the morning. Unfortunately they charge for parking, but with late notice there is little we can do about this. Parking is $12 a day. Tell them you are going to the Group Site.
We are most likely to be able to book Malibu Creek but please do wait for confirmation on the DK FB page that we are 100% a go for the site. This page will be updated as we find out more.
Sorry about all the crazy guys, we are working very hard to make sure a game happens.
There have always been…incidents between and within the guilds of Verakis. Disagreements, political maneuvering, questionable business practices, but always it has been handled quietly, invisible to outsiders. But recently this underground struggle has spilled over into the public eye: The occupation of Mirror Bay, pushing the locals to near revolt; fighting in the streets the Illumin cities, risking Imperial intervention; and bringing the city to brink civil war. And worst of all, causing the guilder’s value to plummet on the international market.
Concerned over the impact this rift has had on their bottom line, the Council of Six has called a conclave to determine the issue of contested BBC leadership once and for all. Many hope for an amicable solution and a return to business as usual, but they have not ruled out more dramatic solutions, such as removing the BBC’s seat on the council. The Swordsmen’s Guild will impose a 24-hour truce to run the length of the conclave to ensure that deliberations are not interrupted by violence or foreign influence, allowing both factions of the BBC leadership to be present.
So of course all dealings will be above board……..
Saturday, 31 Jan 2015 11:00 AM
Dying Kingdoms Day Game – PC fee $20. NPC – Free
At the crossroads of the Empire lies Crux. This thriving city is a major citadel of Illumin strength and trade. Yet, just outside the city walls lie a squalid mass of humanity, refugees who have lost everything in the war against Halos. There have been great strides in rebuilding the damage thanks to the efforts of the Regent, but Albeira is the home of the senate, and therefore much of the relief efforts have been focused on the capital, being the center of Illumin hearts, minds, and purse-strings. Crux, on the other hand, has received minimal Imperial aid.
The refugees have nothing to offer save for manual labor, and the market for that in Crux is overflowing. In an attempt to protect the city’s regular workforce, the local magistrate has banned hiring refugees for labor. As a result, those who remain in the tent cities have little hope of improving their situation. Some have resorted to desperate measures, accepting paltry sums of money in exchange for contracts of indenture servitude — slavery in all but name. And in ale houses, people mutter of refugees vanishing overnight or being found murdered in grisly ways. With little incentive to resolve these issues, city officials have been dismissive of the claims.
Someone is preying on these people, because they will not be missed and have no power to respond. Officials are concerned that if nothing is done soon to alleviate the situation, there could be rioting, or worse, revolution. A call for aid has been sent out to any who can help before the situation spirals out of control
Not widely known, investigations have shown that underground cells loyal to Orabella have been established in multiple Illumin cities; Crux’s central location in the empire, with new faces traveling through every day, makes it an ideal hub for her activities. And those with ears to the underground suspect heavy recruitment from the disenfranchised refugees….