* Quest: And a Hero Shall Lead Them
- 30 Jun 2007
Lonai says that now that Kormir has been kerschnitzled
the sunspears are going to need a new leader. And everyone wants that leader to
be me. At least, I thought that's what he said. When I get back to the others
I find out they had similar experiences. I'm not really sure what's going on or
why they would ask all of us to be the leader when they only need one person.
In any case, I'll just chock that one up to bureaucracy and leave it at that.
any case, this sanctuary of ours needs some spiffying up, so we decide to have
a go at recruiting some of the local merchants and craftsmen to work for us, even
though it's not something that's being asked of us. Dunkoro has a few ideas but
says that first we should rescue a group of sunspears Nerashi located. Easy enough,
the Kournans guarding them are lazy and easy prey. With that done we head back
to Dunkoro, who Ginger has taken to calling Dunkeroo. She's a strange woman. At
least we don't have to burn as many res sigs on her as we used to.
tells us our next goal should be to interrogate some Kournan military prisoner
we've got locked up. Well, ok, I guess we do look a little intimidating. The prisoner
has already been broken by Nerashi so all we have to do is ask simple questions
to get our answers. Nerashi sure gets around, I wonder if they asked her to be
a sunspear leader too. The prisoner tells us about a bunch of prisoners the Kournans
have and are marching someplace. We decide to intervene and rescue the Kournan
prisoners. They're less than grateful, but they figure between us and the Kournans
we're the better option. Whatever, that's more locals to supplement our base numbers.
tired of rescuing prisoners, we go back to Dunkoro to see what we can do in the
way of not rescuing people. He tells us about a scholar and his sons that want
to help us, they just need someone to go fetch them. Sounds simple enough. Wirr
is starting to refer to Dunkoro as Dunkeroo. It's pretty amusing. We go meet these
people and listen to the old man blab on about something. He's still talking when
a Kournan patrol shows up. We beat them up and escort everyone back to our sanctuary.
The old man is still talking.
the base now properly populated, we decide it's time for us to get back to our
primary duties. Rescuing prisoners. Whatever. Koss decides to tag along. We head
out. The prisoners are easy to locate, not quite so easy to rescue. The Kournans
set up traps that really kinda hurt. Ginger and Wirr both need a few sigs. Zayisha
isn't really paying attention and puts spirits up way far away from where we're
fighting. Kali makes the Kournans run away by blasting them with a ton of fire.
For some reason they come back so we just kill them before they can run away again.
Now, we just have to get the wounded to safety. So we take them to a graveyard.
Just in case.