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Storyline

Chapter I: Mannheim

Several miners are working the night shift, extracting ore from the mine north of Bryn.  A bright flash of energy blasts through the mine, killing several workers in a quick instant.  Ardren Olmar, the elderly foreman, is standing near the entrance when it happens and wanders into the mine to search for survivors.

Olmar stumbles his way to Bryn's central well the next morning and falls near several villagers.  As a man and his son tend to Olmar, a village boy runs to Olmar's house, where his grandson, Jasper, is still asleep.  Jasper quickly awakens and follows the messenger to the well.  With the help of other villagers, he takes his grandfather home to rest in bed.

Jasper tries to enter the mine to investigate what happened, but he is blocked by an energy barrier.  He cannot advance any further without a way to dispel the forcefield.  Knowing there is nothing else he can do, he sets out to find a means with which to save his grandfather.

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Jasper heads through the tunnel that leads to the valley kingdom of Halvera.  In there, all of his belongings are stolen from him while he takes a short nap.  He is able to track down a young thief named Hockfin.

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They emerge from the tunnel in the village of Halvera and soon encounter Jasper's merchant friend, Helmer, who makes a revelation about a nugget of hephestusite that Jasper's dead mother had hidden in the viking doll she made for him years ago.  This nugget of ore is what lead to the deaths of Jasper's parents because they had learned of its incredible power and did not want it to fall into the wrong hands.  Helmer knows a swordsmith who can forge the ore (alloyed with other metals) into a sword.  This sword will have the power to dispel the energy barrier in Bryn.

Eventually, party journeys back to Bryn to dispel the barrier at the mine.  Deep inside the mine, the find a glowing figure hiding.  They engage in battle.  The party is too weak to inflict any serious damage.  The glowing figure is blind and keeps missing attacks.  Eventually the battle ends in a stalemate.

Jasper confronts the glowing figure, who introduces himself as Hoedr.  He explains to the party that he was tricked by the god Loki into killing his twin brother Baldur with a mistletoe-laced spear, Baldur's only weakness.  Loki assisted in throwing the spear with Hoedr not knowing what he was doing.  After the murder, Hoedr was on the run from condemnation, fearing death, with the other gods searching everywhere for him in their great anger.  He hid in the mine.  Thinking that the sounds he heard were the gods finding him, he tried to defend himself and killed the miners.

Hoedr gave his sincerest apology to the party and offered to made mends by try healing with old man with whatever power he had.  When they arrive to the house, the man is already dead.  Hoedr, feeling sorry for directly and indirectly causing all the deaths, pledges to help the mortals by joining their team on a journey to turn himself in to the other gods and beg for the killings of mortals to stop.
Hoedr needs to be lead to the other gods due to his blindness, which the party gladly does if it means saving lives.

Soon afterwards, the team encounters a fishing village, Jarr, under attack by one of Loki's children.  Hoedr asks for the massacre to stop.  When the god refuses, Hoedr engages in battle of close combat.  Hoedr grabs the sword from Jasper and uncontrollably swings it.  By chance, the sword hits the god, absorbing his powers and resulting in near instantaneous death.  Hoedr feels strengthened and claims to notice faint light with his eyes.

A fisherman approaches the party to thank them for saving the village.  He offers to cook them dinner with his day's catch and provide lodging for the night.  When they explain that they are heading to Elfheim in the morning, he offers to provide them with an old sailboat to assist on their journey.

The next morning, the party departs toward Elfheim.  Just as they can see the island at the edge of the horizon, storm clouds start to gather, and waves splash against the hull.  The dreaded sea beast Jormungandr crests above the water and draws upon a whirlpool.  The party enters battle.  Overwhelmed with the monster's power, they are rendered unconscious, and the boat is thrown off-course.  Hoedr, unable to see in the dark weather, is helpless.

Chapter II: Elfheim

The party awakens to the sounds of fog horns.  They have reached a great sea fortress of Kolga.  The massive fortress gate opens, and their boat is grappled inside.  The gate shuts behind them.

Inside the fortress, the ship runs aground.  The party is greeted by who appears to be the mayor.

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They begin discussing tales of a sea monster, Jormungandr.  Apparently the monster has been swallowing fishing boats whole, and no warrior has ever been able to leave a scratch on the serpent.  The beast is blocking the party's travel to Elfheim, so they must either find an alternate course to find some way to defeat the beast.

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The party eventually lands at Elfheim, dredging a large amount of water in the now unseaworthy boat.  They survived... but just barely.
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P1-IntroScene.txt
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Daniel Gump,
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P2-IntroScene.txt
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P3-JourneyBegin.txt
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P4-EnterMagus.txt
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Daniel Gump,
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P5-EnterHockfin.txt
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Daniel Gump,
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P6-HoedrBattle.txt
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Daniel Gump,
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P7-HoedrJoins.txt
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P8-FOREMANDEAD.txt
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Daniel Gump,
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P9-VILLAGEATTACK.txt
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Daniel Gump,
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ShoppeDialouge.txt
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Daniel Gump,
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tmj_chapter1.rtf
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Daniel Gump,
Dec 14, 2009, 2:42 PM
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