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Talk:Chapter 02 (Story Arc)

From Hofborg

This is the DM page, not the players page. If you find this page, you will find spoilers!

OOC Info

(Same as Main Page) The OOC plot line is provide to players so that they have a general overview of what the plot line involves and what likely solutions are available. We provide this because the in character rumors are not always clear enough to fill in the 'what the heck is going on' challenges. We will try to avoid spoilers in this section, but it is better that everyone is on page so the role-play moves along.

HISTORY: Ever since Solitude was founded as a city, the waters west of Solitude have been important. However, the last time any sort of large, organized authority kept them safe was when the Cyrodiilic Legions marched in Skyrim. Imperial authority has long since collapsed, with Solitude now maintaining authority over these waters. Now, these waters are extremely difficult to navigate. Though powerful, the Blue Palace does not have the resources to send longships to patrol the waters. Instead, it unofficially bribes reavers, pirates, and smugglers to keep the waters open to trade.

As the seas become more and more impassable, northern crews of pirates, reavers, and smugglers seek secure places to hole up during the winter months. One such crew seems to have moved in on the Saebjorn territory, far too close to Hofborg for comfort. The elders of Hofborg have a good idea of what to expect; as this isn’t the first time this has happened in recent history. If asked they will tell tales of attacks on caravans, political kidnappings and black market smuggling.

Something for each Group

  • Temple - Ideas Needed
  • Saebjorn - This is obvious, as the story arc focuses on Brygg-bottom.
  • Townies - The town gets less of a focus this time but we will work to give the town players things to solve. The afternoon sub arc is actually more town then Saebjorn focused.

Something for each time frame

We will be creating 3 antagonists. One for each time frame.

  • Morning - Lara will be running this story arc.
  • Evening - Seal is our Evening DM.
  • Late Night - Ysode.

Plot Progression

The list of events outlined as we know what they are.

WEEK ONE

Friday, January 27th: Grjoldr the Sea-Wolf arrives to the event by blowing a hole in the rubble between Odd's End and the lower level of the Wharf Rat. He is an old friend of Baene and is surprised to see that the Saebjorn is now effectively associated with Hofborg. After a comical arrival/introduction, he begins setting the stage for the crew. He mentions of a ship mooring near Hofborg due to the rough winter. Grjoldr is suspicious of this ship, mentioning that some of the reavers working the rigging attacked him and his companions. He suggests three options:

  • Going out to scout/investigate this crew.
  • Suggests Hofborg to fortify itself, anticipate hostility
  • Invite this crew as guests in Brygg Bottom and see what they want

Week TWO

Evening Crowd

Dependent on the three outcomes. Seal DMing.

# Scout/investigation - A bit of characters against the setting itself. A freak snowstorm, maybe an attack by a giant snowbear or a frost troll. When they arrive at the sight, the ship has moved. But some clues behind. A crate of some smuggled goods have buried in the snow. Sometihng to suggest this crew isn't all friendly.

  1. Holding-fast - A very traditional event. A very specific target: Grain, something the crew needs for the winter. The players defend the attack and potentially stop the grain from being taken. A group of maybe four or five. Nothing too serious, but they cause a lot of damage.
  2. Invitation/Party - An event in Brygg Bottom. It goes side-ways. A fight breaks out with some of the smuggling crew (or rather, the enemy NPCs attempt to cause some shit). This gets the guard involved. It ends with them finding illicit materials on the crew. They use it as an excuse to start searching/raiding various spots in the docks.

Baene, and whoever comes along, would head up the coast and locate them. Obviously any planning beyond tat is how the event unfurls, but the intention of the plan was as simple as that. Go find them and talk to them, see what they are about and what they are potentially looking for.

Initial journey (first hour) is met with some players vs. environment. Just the nature of traveling in wintertime should be a bit of a burden.

Latter hour (second and final hour) is the parlay. We are introduced to the captain and his mannerisms. Maybe make him seem gregarious and charming. But sprinkle in some clues along the side. Nothing to give it away, but enough to where players ask questions. Captain can lie through his teeth about not troubling Hofborg. Resolution seems peaceful, but... in reality, this reaver captain only hardens his resolve.

In terms of the reaver captain, maybe make sure he doesn't play all his cards. It could be something as simply as him lying through his teeth and saying he will not trouble Hofborg. All the wihle, his henchmen (other events) are causing mischief.

But maybe sprinkle in some clues too. You see some of the men, while this conversation/parlay happens, loading some crates from the shore to the ship. The obvious question would be "what the hell are those?"

And again, the captain can lie through his teeth and say he 'traded' them.

Early Afternoon Crowd

Lara DMing
As locals begin settling in for a day of drinking and food, the inn-keeper and a new assistant named Eisene are talking about some sacks of hops going missing. When they go to the storage area, they see that in fact some sacks are missing. As well, a few crates and sacks that remain have a small mark of a Hatchet (Hatchet = Lucky Hatchet) on them. The players find some footprints in the storage area that lead to town. They visit the Great Hall and some shops. They discover that at these locations, locals are noting some materials are being missed. A baker mentions hearing the voices in the night. The smithy mentions he saw a group carrying 'something heavy' outside of town. The trail would end at a spot where the smugglers' ship had (at one point) been at.
The plan so far
Senica will come from Kyne's Keg claiming that some items appear to be stolen. when the players investigate, a street urchin played by sister grimmz will run off to the back alley, into the brewery and then to Kyne's Keg, while we chase him. When caught he'll explain someone paid him to cause troubles.

Midnight Crowd

Ysode
Olaf the Bloody and his boys are set loose into the countryside. His henchmen start targeting travelers on the roads (twenty mile radius in of Hofborg). The group finds a trail of blood, which leads them to some hired muscle (Olaf would not be present) bullying a traveling merchant. After defeating them, the hired muscle would mention a man named Olaf the Bloody hired them.
The plan so far
the entire thing is instigated by a scream heard in the distance. I was going to have to wake some people up, ysode included, and she'd rush to grab the nearest able-bodied citizens
it'll take some time but eventually they'll find a patch of ground that's looks super fucked up. If anyone has any tracking experience, it'll looking like someone was bucked off a horse, and left injured. There will be the blood to follow. It'll take them further in where they'll find a merchant tied up. And a few goons currently going through the merchant's shit. From there it'll be up to whoever is there to decide what to do. Ideally at least one goon is left alive to mention Olaf the bloody

Week Three

Midnight Crowd

Ysode Doing
As for mine, I'm thinking of possibly doing something like a missing person. Like a NPC teenager ran off and folks go into it thinking it's your average chase. Turns out they find the kid in the woods, scared shitless, because some bandits came by and robbed them. From there group has an opportunity to seek out said bandits (I'm undecided about combat so they may just find clues or really do find the guys)
For Loops' event on Saturday. I like that idea. Factoring in who is responsible (Olaf the Bloody), if you really want to make it extra shocking. Maybe he went fishing with his father. His father was brutally murdered. This poor kid survives by hiding on a tree for twelve hours. He/she is freezing, hungry, and sort of shell-shocked.
That can then lead to the bandits. The only thing is to make sure that Olaf himself isn't there. Still have several more events to plan for.

Early Afternoon Crowd

Lara DMing
Mill is not working. Miller themself is borderline hysterical and pissed. Will cause a scene that'll attract attention. When people come to investigate, they'll find the wooden piece that holds the stone in place has been splintered apart. Those who look into it will find slash marks on the wood chips that results from a tool. Meanwhile, if people search around they'll find some things out of place. Such as a missing axe and gloves. There will also be footprints outside in the dirt that don't match the miller's, or any of the investigators.
So you are suggesting the mill was sabatoged days before the miller figures it out? I mean thats a lot of meat to freeze. I was going for something happening more timley and the body possibly still warm. (Garak: That's... fair. Yeah, a miller would probably know if his or her machinery is broken right away. I do still feel the body should be buried, albeit maybe sloppily. Like the responsible party was in a hurry. Basically, players have to do look around a bit to find it, albeit not too hard.)

Evening Crowd

Seal DMing.

Part two from last week, in lieu of the following:

Last night, Baene and a good sized party of people from the town set out to locate the reavers and their ships. Early on, the weather turned worse and the trek slowed. During the height of the squalls, a pack of hungry trolls laid in wait and then ambushed the party. After a long and bloody battle, the party emerged victorious, but badly beaten. Mixed with the poor weather, it was decided to abandon the mission for the time being and return to the town with the intention of trying again in the future.


A conversation where one or two players talk to the reaver captain.

Everyone else: Have like 3-5 things other players can take notice of.

-Reavers are loading lots of crates onto boat
-Some of the reavers look like they got in a fight. Blood on weapons/clothing
-Reavers seem undermanned for a ship of its size. Where are the other reavers?
The Reaver Captain
-amiable/charming personality. Seems more than reasonable. Even understanding during discussion
-Ensure he has excuses for ongoing situation. A player sees his crew loading crates, he explains he is gathering materials from the surrounding forest.
-Players ask why his crew is bloody, he can lie and say he had to fight those trolls
-Players can ask where the rest of his crew is, he can explain they are on a hunting trip.

Week Four

Midnight Crowd

Ysode Doing

Early Afternoon Crowd

Lara DMing

Evening Crowd

Seal DMing.

Ideas to Insert

Goals Weekend of 1/20
  • Establish history of the lands around Hofborg, and how that history affected the development of a smugglers/vagabonds' ring.
  • Begin brainstorming the nature of reavers/pirates/vagabonds in this region. Who pays them? How have they operated for the past few centuries? How is Hofborg changing that status quo?
  • How will this ring of reavers/pirates/vagabonds affect the development of Brygg Bottom? Further, how iwll it affect the development of Hofborg itself? (Big picture ideas, nothing concrete yet)

Lore

Major NPCS

Radlof Glass-Eye

Once a prominent sailor in Windhelm, this man earned infamy after he 'acquired' a longship out of Windhelm's harbor. Seeing profit in smuggling certain 'commodities' out of Solitude, he has become rather successful. He was not, however, anticipating a harsh winter. His crew is now moored not far from Hofborg to ride out the winter. He commands the ship 'The Lucky Hatchet'.

Senica the Cunning

A woman born with nothing but a silver tongue and a sharp mind. As a girl, she hoodwinked her peers into doing jobs for her, all while profiting from their efforts. Her crowning achievement was when she tricked a shipwright into believing she was a wealthy noble in need of a ship. When the ship was built, she and her 'husband' Radlof stole the ship. Ever since then, Senica has been the brains of the smuggling crew.

Olaf the Bloody

Earning this name for the red warpaint he likes to use, this man towers above his peers. Nobody knows what his real name is. Further, he lacks a tongue, having lost it for some crime he committed. He is more than capable of putting up a fight. Rumor has it during one job, he crushed a man's skull with his bear hands. When people trouble the crew, he and his warriors finish the job: Usually with violence and destruction.

History

REAVERS/PIRATES/SMUGGLERS: The waters near Hofborg play host to an assortment of crews each with different agendas. Some are interested in legitimate trade, some are interested in smuggling illicit goods, and others are interesting in attacking 'targets of opportunity'.

Notes From Lara regarding Hofborg
So Hofborg is about 200 years old, but until the arrival of The Saebjorn, the village size was somewhere between 50-100 with only a handful of warriors, perhaps a dozen or so Read Jorns. And not highly trained warriors like our player characters are. However the outlaw refuge has probably been around much longer. Here is what history has been written for Odd's End. As I mentioned before its has a currently collapsed entrance in the basement of the Wharf Rat and comes out far down at waters level in Dragonhome. That fjord is wide enough for some of the smaller long ships.
The crew only arrived in Hofborg Oct 1st, so its possible some of the smugglers don't even know we have now closer to 150-200 people. (My population estimate is 50 npc villagers, 40 npc Saebjorn oarsman, and then 50+ player characters.) But remember The Saebjorn is probably one of REAVERS/PIRATES/SMUGGLERS crews as they have been operating from Vardenfell to Wrothgar for 20 years. I would like to establish this fact in the plot line, to give some gravitas to the back story with the players. Perhaps the npc arrive either directly know Baene, or at least know of him, and the name of The Saebjorn is known in these circles. And be good to be a little respect or feared but not top dog. However, this plot might grow into that happening over the course of the coming year.
So this opens up some of the follow possible "starting events":
  • An old friend comes to see Baene to see how his "aquisition" of the town is going.
  • A crew having no clue we've arrived just rolls up on the docks like they did last year intent on some pillaging.
  • A crew comes into Odd's End from the Dragonhome side and causes problems.

Archive

Anything that is not used can just be copied and dumped down here. If you place it below the comment code it won't show on the page.

Goals for this story arc

There are some of the goals I'd like to accomplish for the next chapter. First, I want to released the Outlaw Refuge home which is linked to the basement of the wharf rat on one end, and the fjord in Dragonhome at the other end. I want to get this opened fictionally as soon as possible because players are very anxious to grow that area of the town and I don't want to loose momentum. This could be handled with a simple one-off event next friday that rolls into the larger chapter, more like a prolouge event.

Then I'd like to return to our roots with the Saebjorn and help really ground the fiction for Brygge-bottom with our players.

  • I'd like to have the saebjorn do things where they are not playing hero or being the good guys.
  • I'd like to see if we can highlight where the "line in the sand" is between our "bad guys" and some truely BAD guys is.
  • I'd like to see if we can highlight where the town guard and the crew diverge, or where they join together.
Rando Ideas
  • Maybe there is the introduction of werewolves in the area. We have no fiction for that, but it might be nice to establish that there are WW near enough to be considered.
  • Maybe at one point the "other crew" offers to "host an event in the OR" for the Saebjorn, and it's WILD, and then the town guards maybe raid it? (might be the wrong point to set, *frowns*)
  • Maybe the town guard starts searching people for illicit drugs?
  • Maybe the crew imploys a witch that the magic/temple people need to deal with.
  • Maybe our new giant clan friends on the coast show up and help with a fight.

We have the Tyerlings still at the mother house. What happened to them, do they go home? Do we help them rebuild? Chapter 1 wrap up


HISTORY: Ever since Solitude was founded as a city, the waters west of Solitude have been important. However, the last time any sort of large, organized authority kept them safe was when the Cyrodiilic Legions marched in Skyrim. Imperial authority has long since collapsed, with Solitude now maintaining authority over these waters. Now, these waters are extremely difficult to navigate. Though powerful, the Blue Palace does not have the resources to send longships to patrol the waters. Instead, it unofficially bribes reavers, pirates, and smugglers to keep the waters open to trade.

In the past, Hofborg was little more than a tiny backwater, too small to really draw the ire of reavers, pirates, and smugglers. Its growth has changed that. Many of these dubious vagabonds have started venturing to Hofborg with the intend of expanding certain certain "enterprises." While most of these people see opportunity, there are musings of a small group of disgruntled reavers. These reavers fear that Hofborg's rise could bring an end to the long centuries of free reign. Worse, the payments from Solitude might stop.

Is the above actual canon or is it Fanon?
A bit of both. Though, I will probably change this now that I have more details about Hofborg's history. Once I get to that, I will move the bit above into archive.