The Marches of Nagooth
Vindicative elves and wingnut goblins battle over territory and the acquisition of magical power! This is a simple and nimble game, a variant of capture the flag where each team has slightly different powers and territories to start. The following backstory is there for flavor, you can play with it as much or as little as you like, but you need no experience in live action tactics or theatre to have fun and enter our world quickly!
Harms Woods, Saturday May 9, 2020
PLAY AS ONE OF FOUR TEAMS:
The Empire of Caer Sidi: The cruel, capricious and copper loving High Elven empire. A great and distant power, your team will be a band of high elven knights sent south to bring order to Nagooth and displace the disobedient Margrave.
The Great Sahn: The leader of the federation of the Sh'ne Sahn and all of goblinkind. Wise and strong, the Shrûk works to unite a diverse and decentralized political structure. Your team will play a band of Ogres and Orcs sent to the Absolute Wild to bring the Snotlings home in chains and make sure the wizardry they have dicsovered does not fall into the hands of the Elves.
The Snótlings: A plucky renegade band of goblin spell-tricksters and warriors. Through cunning and skill you must attempt to keep your new found magical loot, keeping all foreign powers at bay for four rounds of play!
The Margrave of Nagooth: A grasping High Elven noble ruling an Elvish principality on the border of the Absolute Wild. Your team will play her elite wood elven warband. You must drive the Snôtlings from the Absolute Wild, take their loot and keep both the Empire and Federation at bay!
BACKSTORY TO WIZARDRY IN THE ABSOLUTE WILD
Two hundred and eleven years ago... it had been postulated among The Realm's most learned mages that ley lines of deep magical power must expand like a web from nexus points yet undiscovered in the wildest parts of The Realm. And so multitudes of The Realm’s most ambitious and power-seeking mages disappeared in search of the mythical ley lines, never to return... except one. A certain Sage-Lord Aelfrith confirmed the existence of ley lines deep within the Marches of Nagooth. But before any of the reports could be read beyond Aelfrith's immediate coterie, a great cataclysm struck and Humankind disappeared forever from The Realm. Aelfrith’s reports were buried in ruin among the tossed stacks of the lost Duchy of Duckforth.
Some twelve years back... a young and sporting band of goblins who had renounced the Great Sahn of Goblinkind, marauders and spell-tricksters all, re-emerged from the Absolute Wild to which they had fled. This plucky band of prestidigitous dart-chuckers discovered Aelfrith’s reports while mucking about in the ruins of Duckforth. It took some fatal experimentation but evidently the Snôtling spell-tricksters succeeded in interpreting Aelfrith’s notes and locating the mythical ley lines. They attempted to summon an underworld lord by the name of Maghrek, but in their spirited incantations the Snôtlings, being as notoriously undisciplined as they were enthusiastic, succeeded in tearing open the fabric of space and time. Their Lord of Ooze failed to make any appearance but did manage to dreck upon the Snôtlings before his trajectory was short-circuited and the great pulsing ley lines dumped a fantastically wild array of peoples, relics, structures and lands into the backwater Elvish principality.
Two years to this day... an Elven knight from Nagooth on a hunting trip in the Marches sighted unusual goblins along the borders of the Absolute Wild. They were brandishing strange and evil-looking tubes of metal in a manner that threatened the young knight and sent him turn-tail galloping towards home. Embarrassed, the knight was forced to admit under Elvish torture techniques that while fleeing the Snôtlings their tubes discharged frightening beams of multicolored fire; his mount’s hindquarters bore the marks to prove it. The Margrave of Nagooth, not impressed with her knight, was nonetheless intrigued by his report and sensed power for her taking. She had the reporting knight disglottled and declined any consult with the High Emperor before sending several of her own vassals to explore. Abandoning all protocol she planned to lay claim to whatever she could of these new lands and perhaps get her hands on some of those little Snôtling fireworks.
Now... intensely rifted lands in the Marches of Nagooth are being claimed by both renegade goblin and backwater elf. Separate bands of Snôtlings and Nagoothniks have set up camps upon the borders of ancient and powerful magical ley lines and they have begun meddling about in a bath of raw magical power while they try to negotiate complete control of the surrounding territories.
Will some backwater elf or half-mad goblin control and master these tracts of magical lands before either the High Emporer of the Elves or The Great S’ahn of Goblinkind discovers the unauthorized intrusions? Will you help them do it?