Broken Lands Faction: Free Orcs

From the daily reports of Commander Cirian Danorian, deep reconnaissance mission.

Day 1, morning: Yesterday we made contact with an Orc warband on the shore. We asked them to fetch their leader, or someone who could speak on their leader’s behalf. He appeared, surrounded by retainers, big Orcs, with many scars. We asked for his permission to travel through his lands. We offered gifts, and veiled threats. Our own Kartur-Hhakrall guards took the lead on this, and spoke to him Orc to Orc. It worked. He took the gifts and gave permission. So this morning we make landfall, and start east.

Day 1, evening: There is good hunting in these lands, and we brought down plenty of game, so that we will eat well tonight. We saw Orc scouts behind, ahead and to the sides, but they left us alone. Presumably they have got the message that we have permission to be here.

Day 2, morning: Violently awoken. Camp attacked. One of our cooks was killed, a scribe injured. One of the Kartur-Hhakrall also dead, two others slightly battered. So much for promises of safe passage. The scribe can walk, and the Kartur-Hhakrall want to pursue our attackers. They want revenge. I want to know why we were attacked. So, we will follow our attackers’ trail.

Day 2, evening: Caught up with our attackers. I held the Kartur-Hhakrall back, not wanting to lose more people. They contented themselves hunting down one of the stragglers, then withdrew. We have camped in an easily defensible position, atop a steep scarp.

Day 3, morning: Little rest last night. Three separate incursions from the local Orcs against us. They seemed designed to test us, not hurt us. No deaths on either side, though we lost a pack mule, felled by a javelin. I have allowed our Kartur-Hhakrall to attempt negotiations. As I write they are bellowing insults and goading the Orcs to attack us.

Day 3, noon: My Kartur-Hhakrall seem to have decided that attacking is a form of negotiating. Half of them disappeared earlier, and have just returned. They carry the severed heads of two young Orcs. We are now fortifying the camp.

Day 3, evening. The Kartur-Hhakrall notion of negotiating works well with these local Orcs. A messenger has just shouted from the woods that their leader will speak to us tomorrow morning. We expect attacks in the night, of course.

Day 4, morning: Quiet night. No attacks. The Orc leader arrived at dawn. She wasn’t someone we’d seen before, not the same leader we bargained with from the ship. I asked why she had not stood by his promise, and she spat and cursed, saying that she would not bow to him. She bowed to nobody, she said, for she was a free Orc, not a slave. Discussions followed. It seems that these Free Orcs have a thousand leaders, none acknowledging the others. I asked of stories of great Orc strongholds here, held by mighty chieftains. She said that she could be such a chieftain if she wanted. Asked why she didn’t want to, she said they never survived more than a year, and she had many years of fighting to do. I asked if she would ever follow one of these chiefs, and she said that she had, and might again, but only if she felt like it. I am bemused by this, and have left further negotiations to my Kartur-Hhakrall.

Day 4, noon: We will move off again soon. The Kartur-Hhakrall decided not to do a deal with the local warleader. They decided that she would see it as a sign of weakness if they sought peace. Instead the told her what route we would take, and invited her to attack us if she wished. I’m not convinced by this. Inviting attack seems foolish, but it is too late now. We will march as far as we can today.

Day 5 evening: After one and a half days of peaceful march, we are leaving Orc territory. We noted scouts watching us, but none have attacked. I have thanked my Kartur-Hhakrall for their work ensuring our safe passage, but will be happy if we do not have to deal with the Free Orcs again.

 

Broken Lands Faction: Kapikami

From the History of Loss and Hope, by Llanawi Puresoul of the Halls of Care, Chief Physician of the Office For Cleansing.

In the days before the Sundering, human villages dotted the many islands of the eastern seas. Fishermen and skilled navigators, these Kapikami were amongst the most loyal subjects of the Order of Silver Light.

Far from the mages’ great towers, local chiefs were left largely alone, to rule their islands, worship their sea gods, and follow their own laws and customs. All that was required was that they supply navigators, sailors and boat-builders to serve the mages. For their services they were well rewarded, and their people, in these long centuries of peace, were not put in any great peril by their service. And so as servants to the mages, they knew peace, purpose and prosperity.

But when the uprisings against the the Order of Silver Light began, the Kapikami came to be seen as collaborators. Their craftsmen and sailors in distant lands were victims of attacks by the mobs, and their chiefs were insulted by the rebel leaders. The mages were compelled by circumstance to make ever increasing demands upon them, pressing into service many unwilling young men to be sailors, to die in the wars. Chiefs who objected had to be removed, of course.

So, the treachery of the rebels forced the mages of the Order to act more firmly with their servants, and here we see how rebellion and chaos causes misery to even the loyal. Yet the great tragedy of the Kapikami was yet to come.

At length the Order of Silver Light realised that they could not control the chaos of the rebellions, and were obliged, in order to cleanse the land, to unleash the Sundering. All know the legends. The hills rolled, mountains fell, stone turned to liquid fire, flaming bolts fell from skies. This is how we remember those days. It is not how they remember them.

When the land churned and rolled, the seabed, too, did the same. Huge storms destroyed their fleets, drowning all who were at sea. Many of their islands were swallowed by the sea floor, plunging under the waves, drowning whole populations. And the upheavals on the coast unleashed towering waves, high walls of water, which swept towards the islands and crashed over their western coasts.

The geography of the seas was changed, with the small islands vanishing in a single day. But the way these people think, too, was changed.

They had worshipped the sea, loved and adored her, honouring the gods of the waters. And they had submitted to the authority of the Order. Now, they say The Wizards Turned The Gods. By this they mean that the mages turned the gods against them. This was not, for them, a mere cataclysm. It was also the most profound double betrayal. They think that their temporal overlords forced their watery gods to destroy them, unjustly.

The wise may question the logic of their view. Those of us who are astute and educated realise that the Order acted only in response to the reckless, ignorant violence of the rebels. And we understand that the Sundering was a perfectly natural magical event, if of unprecedented scale and ferocity. But for these people, they were betrayed by their lords and their gods.

Of this, there are three consequences.

First, as our leaders have lamented, these people, natural servants to their betters, with centuries of loyal service through the Second Age, are now most stiff-necked and obstinate, insistent upon their petty privileges, and jealously guarding their independence.

Second, as is well know, they have a fear and hatred of magic. I have never heard of another people who consider the study of magic a criminal act and forbid their people from its practice. As they believe that The Wizards Turned The Gods against them, they hate magicians, understandably.

What is less obvious is that they also, I believe, hate their gods. They still worship the deities of the sea, and they still ply the waves with great skill, though no longer from an island archipelago. But their reverence is tainted by bitterness, and their worship no longer a source of happiness.

Player Spotlight: Tansiraine

Nominated by several fellow players, this month’s Player Spotlight focuses on Tansiraine. A big thank you to everyone who sent in nominations, and to Tansiraine for her contributions to the Illyriad community. Learn more about the Player Spotlight program at our website and nominate players by sending an email to community@illyriad.co.uk. 

What brought you to Illyriad and how long have you been playing?

I have been playing for a little over a year and a half. I was one of the people that joined through Facebook ad.

Have you played many other online games or been active in other online communities?

I have played other online games. In each game I ended up in a welcome party for new players or in a teaching role of the basics

Any hidden talents or interesting hobbies outside of gaming?

Hidden talents…if I tell you they are not Hidden anymore. My interest outside of gaming right now are school to get my degree and my grand daughter who was just born May 28th

What keeps you playing Illyriad?

The people keep me playing Illy. The whole community here is so different then other games I played like this. Even when there is a war it is a friendly and warm place to be.

What’s your favorite aspect of the game?

I love that you can have multiple focus. My cities are heavy military focus but I can still do gathering and crafting,

What’s your proudest achievement in game so far?

Joining H? I remember when I started to play Illy and was in awe of the Vets. They have such a vast knowledge of the game casue they are soooo Old.( sorry KP and Kumo) That is when I decided I wanted to be part of H? it took me awhile to get here but the things I learned from them are amazing and they also put up with me!

What are you most looking forward to for the future of Illyriad?

I am looking forward to Broken Lands. I think it will be interesting to see how people act when there is not threat of Vet or bigger player stepping in on picking on little guys. There are so many ways to build a city and to see how many people will take the time to be aggressive.

What area of the game do you think needs the most improvement?

The biggest thing I think are the petitions. The turn around rate is terrible. Some are open for over a year.

What advice would you give a new player in Illyriad?

There is no need to jump into an alliance. Take your time speak up in Global Chat. There are always Vets and knowledgeable people lurking.