Mystic Knight Merc Squad

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darthauthor
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Re: Mystic Knight Merc Squad

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A dimly lit, luxurious chamber in Tolkeen. The room is filled with arcane artifacts and rich tapestries. Knight One and Knight Three stand before Lord Alaric, who sits behind an ornate wooden desk, his eyes glinting with curiosity and caution.

Knight One (Bowing slightly), “Lord Alaric, thank you for meeting with us.”

Lord Alaric (Nodding, his expression guarded), “What have you brought me?

Knight One (Gesturing to a large chest brought in by a subordinate), “CS supply shipments.”

Knight Three (Smirking), “High-quality goods, from weapons to advanced tech. Quite a haul, if I may say so.”

Lord Alaric (Leaning forward, eyes narrowing), “Hijacked from the Coalition? Impressive. But such goods come with risks. Why should I buy from you?”

Knight One, (Calmly) “What risk? The CS surrounds Tolkeen. Any day now they are going to fire the first shot.”

Lord Alaric: (Considering, tapping his fingers on the desk) “True, but the price must reflect the risk.”

Knight One, “So we are haggling about the price. First have a look at the merch (Motioning to the chest). See for yourself.

Lord Alaric: (Standing and approaching the shipping containers, inspecting the contents) High-grade weaponry, medical supplies, advanced communication devices... impressive. How do I know these aren’t tracked or sabotaged?

Knight Three (Crossing his arms), “Check them yourself. I did.”

Knight One (Firmly), “And now, these can be yours. For a price?”

Lord Alaric: Very well. What is your price?

Knight One (Showing Lord Alaric an invoice)

Lord Alaric (Pondering, then nodding slowly) Agreed. Tolkeen needs these supplies. You have a deal. (He signs a document and hands it to Knight One)

Knight Three (Grinning), “Pleasure doing business with you.”

Lord Alaric (Serious), “Likewise.”

Knight One (Shaking Lord Alaric's hand), “And remember, we’re always available for future transactions. The Coalition has many resources ripe for the taking.”

Lord Alaric (a little surprised), “I’ll keep that in mind.”

Knight One (Turning to leave, Knight Three following) Until next time.

Knight One and Three exiting the chamber, their mission accomplished. The official looks satisfied with the transaction.

---

A hidden clearing deep in the forest, far from prying eyes. The moon casts a pale light over the scene. Knight One stands waiting, a heavy pouch in his hand. Thalor emerges silently from the shadows, his presence commanding and mysterious.

Knight One (his voice calm), “The Coalition shipments are in Tolkeen’s hands. They were most appreciative.
(Extending the pouch)
The remainder of what you are owed. As promised.”

Thalor (Taking the pouch, weighing it in his hand), “Your punctuality is appreciated. The Sunaj value timely and complete payments.”
(Eyes narrowing behind his mask)
“Tell me, Knight One, why do you trust the Sunaj?”

Knight One (Meeting his gaze steadily), “I value competence and your’s is undeniable.”

Thalor (Smirking behind his mask), “Pragmatic. I respect that.”

Knight One, “And I believe in making a profit. While CS wants to kill us, BOTH of us.”

Thalor (Nodding), “Agreed. But the Coalition will not take this lightly. They will seek retribution.”

Knight One (Firmly), “Bring them on. We’ll be ready. And if another opportunity arises, I trust we can count on the Sunaj’s services again.”

Thalor (Securing the pouch), “For the right price, Knight One, you can always count on us.”

Knight One (Extending his hand), “To future endeavors, then.”

Thalor (Shaking Knight One’s hand), “To future endeavors.”

Knight One: (Producing a map and spreading it on a nearby rock) There are key supply routes the Coalition States are using to funnel resources to their front lines against Tolkeen.”

Thalor (Examining the map), “What’s the timeline?”

Knight One (Firmly) “Immediate. The next convoy leaves in two days. I want your team ready to intercept. Our forces will create a diversion, drawing their attention away from the main routes.”

Thalor (Considering), “And the payment?”

Knight One (Handing over a briefcase) Half now, half upon completion.”

Thalor (Opening the case, inspecting the contents), “Generous as always. And the specifics of the diversion?”

Knight One (Pointing to strategic points on the map) “We'll stage a series of attacks. Nothing too damaging, just enough to pull their focus. Your real targets are these three supply routes.”

Thalor (Nodding), “Understood.”

Knight One (Meeting his gaze), “We’ve already set up secure communication channels. You’ll have direct contact with our signal specialists.”

Thalor (Closing the case), “Very well. We accept the job. The Coalition won’t know what hit them.”

Knight One (Extending his hand).

Thalor (Shaking Knight One’s hand)

Knight One (Smiling), “To our continued cooperation.”

Thalor (Turning to leave), “To victory.”

The Sunaj, Thalor, disappears back into the shadows, the weight of the mission ahead clear in his stride. Knight One watches him go.

---

The Mystic Knights are gathered around a campfire in a secluded part of the forest. The mood is tense as they discuss their recent dealings with the Sunaj. Knight One stands, addressing his squad with a serious expression.

Knight Four (Frowning), “So, we're really doing business with the Sunaj now? Aren't they enemies of our Atlantean Clan?”

Knight Three (Scoffing), “Enemies or not, we've got bigger fish to fry. The Xiticix and the Coalition States aren't going to fight themselves.”

Knight Two, (Looking at Knight One)

Knight One (Holding up a hand to silence the murmurs), “Listen, all of you. Yes, the Sunaj are our enemies, by association, but right now, our focus is on larger threats. The Xiticix and the Coalition States pose immediate dangers that we cannot ignore.”

Knight Two (Nodding slowly)

Knight One (Firmly), “I’ve given my word that we will not betray the Sunaj while we’re working together. That means no stabbing them in the back, no shooting them when they’re not looking. Business comes first. Until our business is concluded, no one is to harm the Sunaj.”

Knight Three (Grumbling), “And after our business is over?”

Knight One (Looking around the campfire), “After our business is over, IF we decide to take action against the Sunaj, it will be with fair warning. We will honor our word until the end of our agreement.”

Knight Four (Thoughtful), “But what if the CS kill them during one of our missions?”

Knight One (Nodding), “That’s a possibility I’ve considered. That’s acceptable to me. It’s the risk of the job. But we will not be the ones to break our word or our honor.”

Knight Two (Respectfully), “Yes Sir!”

Knight Three (Reluctantly), “As long as they don’t turn on us first.”

Knight One (Sternly), “They know the terms. As long as we keep our word, they’ll keep theirs. Remember, we’re in to make credits, weaken the CS, help Tolkeen, and create situations in which Sunaj get killed in the line of duty. That's the order of priority. We use every tool available to us, even if it means working with enemies; temporarily.

Knight Four (Determined), “We’ll follow your lead.”

Knight One (Leaning over a map, smiling) It's hard to believe how far we've come. From a squad of four to a platoon of over forty, plus support, with 12 helicopters to boot.

Knight Three (Nodding, looking at a ledger), “The money we’re making now is beyond anything we could have imagined back when it was just the four of us.”

Knight Four: (Grinning, leaning back in his chair) No kidding. Remember those days when we scraped by doing security gigs? Now we’re hauling cargo to disaster zones and war zones, making ten… 20… even 50 times as much.

Knight One (Thoughtfully), “True, but let’s not forget what got us here. We had to expand. None of us knew how to fly a helicopter, so we brought in pilots. And comms keeps our jobs straight. Grunts do our heavy lifting and guard our cargo, operation, and possessions.

Knight Three: (Checking a list) Speaking of which, our support personal has been fantastic. Managing the supply chain, keeping everything running smoothly.

Knight Three (Nodding) Yeah, hats off to them. Without them, we’d still be running around making chump money.

Knight Four (Laughing) "I never thought I'd be this rich—we’re living the dream.

Knight One (Smiling), “It’s been quite the ride. But it’s more than just luck. It’s bringing in the right people.”

Knight Three (Agreeing) Diversifying our operations was the smartest move we ever made. Security contracting alone wasn’t going to get us this far. Expanding into transport and logistics has opened so many pockets."

Knight Four (Raising his glass), “To the new blood who’ve joined us along the way. We couldn’t have done it without them.”

Knight One (Raising his glass) To all of us. Let’s keep making big money while we can.”

Knight Two (Smiling), “Action too.”

---

The Mystic Knights toasting to their success, camaraderie filling the air. Their journey from a small squad to a thriving platoon has been quite profitable.
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Re: Mystic Knight Merc Squad

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The T-Men

A small clearing in a dense forest. The remnants of a recent battle lie scattered around. A campfire burns, casting flickering shadows. Two figures sit by the fire: Knight One, a seasoned warrior in battered armor, and a Tattooed Man, covered in intricate, glowing tattoos, nursing a fresh wound.

Knight One (stirring the fire, his voice calm and gentle), “You fought bravely today. I've never seen anyone use magic the way you do. Those tattoos... they’re something else. If you don't mind me asking, how did you come to have them?”

Tattooed Man (glances up, his expression darkening, a mix of anger and sorrow in his eyes), “You want to know how I became a Tattooed Man?”

Knight One (nods, his eyes steady and compassionate), “Yes, but only if you're willing to share. We’ve all got our scars.”

Tattooed Man (sighs deeply, his gaze drifting to the fire), “It’s not an easy tale to tell. It started when the Splugorth slaver’s came to my village. We were farmers... peaceful people. They came like a storm, tearing us from our homes, from our families.”

Knight One (leans forward, listening intently), “The minions of Splugorth care little for our lives.”

Tattooed Man (nods, a flash of pain crossing his face), “They took us to Atlantis, to their twisted citadel. There, they chose some of us to become what you see before you. The process... it’s beyond painful. They carve the tattoos into your flesh with dark magic. They give pain… ”

Knight One (his brow furrows), “They break you?”

Tattooed Man “They start with the body. When you will do anything to stop them from torturing you, they tell you to hunt. You get to eat but you eat what you kill. The ones that can’t make it become meat for the heartless. The most cruel keep the rest of us in line.
Then they keep pushing until you become the very monster they want you to be.
Every day, a battle to retain a sliver of your humanity. Many couldn’t take it. They chose death over becoming one of us. Those who survived... we were sold, like beasts, to monstrous masters.”

Knight One (a deep sadness in his voice), “How did you escape?”

Tattooed Man (a bitter smile), “Escaping the physical chains was the easy part. The ones in your head... those are harder to break. Some run away. Those who make it to the wilderness get to live free; for while. Before they are hunted for sport.
“I was lucky that Xiticix bit my arm off and left for dead. My master didn’t think I was worth taking back to Atlantis and healing.
“So, here I am.”

Knight One (places a hand on the Tattooed Man’s shoulder), “You have a place here, with us.”

Tattooed Man (his eyes soften, a glimmer of hope breaking through the pain)

Knight One (smiles warmly), “Start anew. You’ll need money. Which means you need a job…
“I’m hiring.”

T-Man (nods, a tear slipping down his cheek)

T-Man, "Thank you. Before the blind amazons took me, I was a Vagabond—a wanderer with no home and no ties, surviving by wit and will. When they enslaved me, I was given these tattoos and forced to fight their battles. Now, abandoned and broken, I find myself at another crossroads."

(Pause, taking a moment to consider the weight of the decision).

"I've spent a lifetime running and fighting, never knowing true loyalty or trust. Your offer is generous—more than I've ever been given. But I've learned to be wary of promises, especially when they come from those in power."

(Look him directly in the eyes, gauging his sincerity.)

"I've fought for monsters…”

(Gritting teeth against the pain, the resolve hardening in his voice).

"Been cannon fodder for too long, used and discarded.
“Restore my limb, heal my wounds, if you can do that, I will fight for you."

(A faint glimmer of determination flickers in his eyes).
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Re: Mystic Knight Merc Squad

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Location: Tolkeen

The line soldiers each receive their pay, 77,000 credits for their valiant efforts in the grueling Xiticix Campaign. Alongside their well-deserved compensation, they are granted two weeks of leave, offering a rare and precious opportunity to unwind and rejuvenate.

As the news spread through the ranks, the reactions varied among the diverse group of mercenaries.

The grunts let out hearty cheers, their faces lighting up with relief and excitement. After months of relentless combat, the thought of rest and a substantial payout was a dream come true.

The scouts, always the quiet observers, couldn't hide their smiles. They spoke in hushed, excited tones about plans for their leave, eyes sparkling with the anticipation of adventure and relaxation far from the battlefront.

The comms specialists, usually buried in their equipment, raised their heads and exchanged knowing looks. The relief in their eyes was palpable; the promise of rest and financial reward was a balm for their weary minds.

Each soldier, in their own way, embraced the news, the promise of respite, and reward lifting their spirits and uniting them in a moment of shared joy and relief.

---

Location: Secret meeting with Necromancers

The bodies of the Tattooed-Men who perished in battle are sold to the Necromancers known to the Mystic Knights. These fallen warriors, now labeled as "war materials," are anticipated to play a grim role when the expected war ignites with the Coalition States' impending attack on Tolkeen.

The exchange takes place in a shadowy, dimly lit chamber beneath in Tolkeen. The air is thick with the scent of incense and decay, a fitting backdrop for such a macabre transaction. Cloaked figures of the Necromancers stand opposite the Mystic Knights, their eyes gleaming with an unsettling mixture of greed and reverence.

The Mystic Knights, Two and Three, their faces stern and unyielding, oversee the transfer with a sense of cold detachment. Each fallen Tattooed-Man is handled with a grim formality, their tattooed bodies laid out on stone slabs. The Necromancers inspect the corpses meticulously, their fingers tracing the intricate tattoos that once symbolized the warriors' strength and power.

A Necromancer, cloaked in dark robes adorned with arcane symbols, nods approvingly. "These will serve well," he murmurs, his voice a sinister whisper that seems to echo off the stone walls. The Mystic Knights exchange glances, their expressions unreadable, but their eyes reveal a mix of pragmatism and unease.

As the transaction concludes, the Necromancers offer payment in the form of Necromancer bone items, their worth known only to those versed in necromancy.

The Mystic Knights accept the payment silently, their minds already turning to the forthcoming conflict.

In the cold, flickering torchlight, the bodies are carried away, destined to be reanimated or repurposed for the war to come. The exchange is a stark reminder of the grim realities of their world, where only fools waste, and even death does not grant escape from the clutches of war.

---

Location: Cyber-Docs Clinic

The Tattooed-Men who survived but were injured in battle are given the highest priority for recovery.

In the Tolkeen, the injured Tattooed-Men lie on operating tables where Cyber-Docs perform the limb replacement operation. They bring with them gleaming, mechanical prosthetics, crafted to resemble the missing appendages in both function and form.

With precision and expertise, the engineers attach the cybernetic limbs. Each connection is made with care, ensuring that the integration is seamless. The Tattooed-Men watch in awe as their new limbs come to life, fingers flexing and muscles responding to their thoughts.

The chamber is a symphony of technology,

Afterwards, Knight Two uses his tattoo of a Rose dripping blood to perform mass healings. His hands aglow with restorative magic.

The healing process is mesmerizing, the magical light seeping into the warriors' bodies, erasing pain and restoring vitality.

As the last warrior rises from the table, fully restored and augmented, the room fills with a sense of renewal.

These warriors are not just healed; they are reborn

Now that the Tattooed-Men are healed and made whole again, the Mystic Knights offer them contracts to serve in their esteemed company, with full pay and comprehensive benefits, promising job security and a future reference.

In a grand hall, lined with banners depicting the Mystic Knights' emblem, the rejuvenated warriors gather. The air is thick with anticipation and the subtle scent of parchment and ink. At the front of the hall stands a commanding figure of Knight One.

With a voice that commands attention, "You have shown unparalleled bravery and resilience. We offer you the chance to join our ranks, to continue your service with, this time with wages for your labor."

The Tattooed-Men, now standing tall with their restored bodies and enhanced limbs, listen intently. The room is silent, save for the faint rustle of the contracts being distributed by attendants moving among them. Each contract is a promise, detailing not only the financial compensation but also the benefits: medical care, housing, and support for their families.

One by one, the warriors step forward to make their mark and speak into a video camera.

"Welcome aboard," Knight One declares.

The hall erupts in a chorus of agreement and solidarity. The Tattooed-Men, now official members, enjoy drinks and food.

Tailors size them up for new uniforms.

Vibro-Clippers give the new recruits hair-cuts for the mege-damage strength hair.

---

The Mystic Knights are gathered inside their command tent, surrounded by maps. The atmosphere is introspective as they discuss the changes they’ve undergone over the years.

Knight One (Sitting back, looking around the tent) It’s strange, isn’t it? How much we’ve changed. We’re more like managers now than the warriors we used to be.

Knight Three (Nodding, looking at a stack of reports), “We’ve grown older, not necessarily in a good way. But we’ve certainly become a whole lot richer. Sometimes I wonder if the trade-off was worth it.”

Knight Four (Smirking), “Age brings wisdom, they say. We’ve got close to seven times the magical power we started with. We can cast more spells than ever, but how many of those do we actually use anymore?
(Leaning forward, eager)
I’ve noticed there are so many spells we have now that we just don’t use anymore. If we had apprentices, we could spare them the time practicing magic they’re not going to use.”

Knight One (Thoughtfully), “It’s the same with our psychic powers. We’ve grown stronger in that area too, but some psionic abilities are gathering dust. We favor the ones that have proven most useful in our current roles.”

Knight Two (Sighing), “More strategic.”

Knight Four, “It’s practical, but it’s also a sign of how our priorities have shifted. We used to cast spells for the sheer joy of it, now everything is planned.”

Knight Three (Cynically), “That’s what happens when you run a business. Magic and psionics become tools rather than passions. We’re managing people and resources, not just fighting battles.
(Smiling sadly)
“I miss those days sometimes. The simplicity of just being a warrior, using our powers for immediate goals. Now, it’s all about long-term strategy and management.”

Knight One (Nodding), “We’ve definitely grown, in power and in responsibility. But that growth has come with its own set of challenges. If we could teach someone, pass on what we’ve learned, maybe it wouldn’t feel like we’ve lost something.”

Knight Three (Agreeing), “An apprentice could bring new energy, remind us of why we started this journey.”

Knight One (Reflecting), “We’ve learned a lot, but some lessons were harder than they needed to be.”

Knight Four, “Passing on our experience. It could be a way to reconnect with what we’ve lost along the way.”

Knight One (Smiling), “Maybe it’s time we start looking for someone to train. We’ve built something profitable here, and we need to keep harvesting while we can.”

Knight Two (Nodding), “Someone worthy.”

Knight Four (Grinning), “I never thought I’d say this, but I’m looking forward to it.”

Knight Three (calmly), “I’ll post on TWH (The Wandering House) board. We’ll see who responds.”
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Re: Mystic Knight Merc Squad

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The Mystic Knights are busy:

This time Knight Four and Ictinus pay their usual visit to Hades.


Location: Hades, The Grand Hall of Shek'Ra

The grand hall of Shek'Ra is opulent and dark, filled with flickering torches casting eerie shadows on the walls. The air is thick with the scent of incense. Demons of various shapes and sizes mill about, their eyes following the Mystic Knights as they approach the throne where Duke Disc sits, a malevolent grin on his face.

Knight Three (Stepping forward, presenting a bundle wrapped in dark cloth) Duke Disc, we bring you a gift from the battlefields of Rifts Earth. Xiticix melee weapons, taken from the corpses of the bug people themselves.

Duke Disc (Leaning forward, eyes gleaming with interest) Xiticix weapons, you say? Intriguing. Show me.

Knight Four (Unwrapping the bundle, revealing the alien weapons) These blades have tasted the blood of many foes. They are as deadly as they are exotic.

Duke Disc (Inspecting the weapons, his fingers tracing the alien craftsmanship) Impressive. Tell me, how goes the war against the Xiticix?

Knight Three, “The war has been brutal, but we are turning the tide. Many of the bug people have fallen. Their numbers are dwindling, and their strongholds are being overrun.”

Knight Four, “The Xiticix are killable, Duke Disc. Their strength lies in their numbers and ferocity, but they can be defeated.”

Duke Disc, “Killable, you say? Perhaps they could be useful after all. Strong slaves, perhaps. What do you think, my advisors?”

Demonic Advisor, (Hissing, eyes narrowing) “Our nature allows us to understand all languages. It will not be a barrier; for us.”

Duke Disc (Laughing darkly), “Not that it matters. We care little for what our slaves have to say. A firm hand and a sharp whip will break their will. They will learn obedience.”

Knight Three (Laughing inside trying not to reveal the dangers of the Xiticix), “They are fierce, but even the fiercest can be tamed with the right methods.”

Duke Disc (Rising from his throne, holding one of the Xiticix blades aloft), “I like your thinking, Knights. These weapons shall be a symbol of our new dominion over the Xiticix. They will serve us well.”

Knight Four (Bowing slightly), “We are honored to serve, my Duke.”

Duke Disc (Eyes gleaming with ambition), “Excellent. When Earth is conquered, eventually, these new slaves shall make an army unlike any other.”

Knight Three and Four keep their faces straight and themselves from laughing. The Duke has no idea how Xiticix are and that they will never serve the Demons of Hades. But they might destroy them if and when the Demons try to enslave them.

The scene ends with Duke Disc raising the Xiticix blade in a toast to their new endeavor, the hall echoing with the cheers and roars of the assembled demons.

They pay the usual fee for the freedom of more Atlanteans.

They get the usual aged, broken, and stupid mortal slaves.

They return with refined Thorn Wood.

---

Knight One spends some extended time with the Lemurian Tree.

Note: I made a mistake. In the past, I wrote it was a memory tree but after some more reading of the South American books and such it should really be a Knowledge or Wisdom tree. For them to learn to the extent that they are including new spells of the Bio-mancy and Ocean Magic variety.

---

News Radio Report

A small, cluttered radio station. The room is filled with the soft hum of electronics. A microphone stands on a desk, and an "On Air" sign glows brightly. The radio host, a seasoned reporter with a serious expression, sits at the desk, headphones on. The sound of distant gunfire and explosions can be faintly heard in the background.

Radio Host: (speaking with a tone of urgency and gravity) "Good evening, listeners. This is WRQ News Radio, your trusted source for breaking news. I'm Daniel Price, bringing you the latest updates on the escalating conflict that has just erupted into full-scale war.

(Sound effect: urgent news jingle plays briefly)

Radio Host: "In a shocking turn of events, full open war has begun between the nation-state of Free Quebec and the Coalition States.

(Sound effect: faint explosions and distant energy weapons fire)

Radio Host: "Eyewitnesses have reported seeing massive troop movements, with Coalition forces advancing on Free Quebec. Air raids, artillery barrages, and ground skirmishes are currently underway, marking the most significant military engagement in recent history.

(Sound effect: brief static, followed by a field reporter's voice)

Field Reporter: "This is Lisa Caldwell reporting live. The city is under heavy fire, with Coalition aircraft bombing strategic locations. The sky is filled with aircraft and power armor while Free Quebec’s anti-air defenses are engaged, and the battle is fierce. Civilians are being urged to seek shelter immediately."

(Sound effect: explosion, followed by a brief moment of silence)

Radio Host: "Thank you, Lisa. The roots of this conflict can be traced back to long-standing political and ideological differences between the two entities. Free Quebec, known for its staunch independence and distinct cultural identity, has always been at odds with the authoritarian regime of the Coalition States. Tensions have simmered for years, but today's events mark a dramatic and dangerous escalation."

(Sound effect: background noise of a busy newsroom)

Radio Host: "Our sources indicate that both sides are mobilizing all available resources. Coalition propaganda is in full swing, depicting this war as a necessary step to unify and stabilize the region under their control. Meanwhile, Free Quebec officials are calling for support, framing their struggle as a fight for freedom against an oppressive regime."

(Sound effect: another field reporter's voice cuts in)

Field Reporter (Mark): "This is Mark Alvarez from the southern front near the city of Trois-Rivières. The Coalition’s ground forces have breached the city's defenses. Tanks and infantry units are clashing in the streets. The situation is chaotic, with heavy casualties reported on both sides. The resolve of Free Quebec’s defenders is strong, but the Coalition’s military might is overwhelming."

Radio Host: "Thank you, Mark. In response to the conflict, international reactions are mixed. The New German Republic and the Kingdom of Lazlo have condemned the Coalition’s actions, calling for an immediate ceasefire and diplomatic resolution. However, others remain silent, wary of getting entangled in this rapidly intensifying war.

(Sound effect: brief silence, then the sound of shuffling papers)

Radio Host: "As this story develops, WRQ News Radio will continue to bring you live updates from our reporters on the ground. Our thoughts are with all those caught in the crossfire. Stay tuned for more information, and stay safe. This is Daniel Price, signing off for now."

(Sound effect: urgent news jingle plays again as the report ends)

---
Last edited by darthauthor on Sun Jul 21, 2024 6:16 pm, edited 1 time in total.
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Re: Mystic Knight Merc Squad

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A dusty dirt road stretches through the landscape. The hover-truck, a massive vehicle loaded with supplies, glides along the road, its engine humming. Above, the Sunaj squad flies with jetpacks, their eyes locked on their target.

Thalor (Speaking into his communicator), “Remember, we need the truck intact.

Sunaj (Damian), “Jamming Comms now.”

CS Driver (Glancing at the Dog Boy) “I don’t like the look of this area.”

Dog Boy (Sniffing the air, ears twitching) “Something’s off. I can smell it.”

Thalor (Diving towards the truck) Go!

Sunaj (Angelic) (Ready with explosives drops them precisely to detonate mid-air take out a skycycle escort)

Sunaj (Pierce) Time for some close-quarters fun.

Sunaj Thalor (Plummeting from the sky, landing on the truck’s roof with a thud)


Sunaj (Damian) (Flying to the front, landing on the truck’s hood and setting off a flashbang grenade)

CS Driver (Swerving the truck)

CS Dog Boy (Snarling, unholstering his weapon) “I’ll take care of this!”

Sunaj Thalor (His tattoos force field easily absorbs the Dog Boys blasts)

Sunaj Tye (rains lightning bolts down on the remaining skycycle escort)

Sunaj Loc (Pulling the Dog Boy through the passenger window grappling with him)

CS Dog Boy (Fighting back with his energy pistol barely putting a dent into the Sunaj’s force field of invulnerability)

Thalor (Drawing a blade pierces the windshield into the driver’s neck)

CS Driver (Grunting in pain, trying to crash the truck)

Sunaj Loc (Throwing the Dog Boy out of the window, ensuring the driver is dead with a knife to the throat, securing the cabin) Cabin secure!

Sunaj Thalor (Pushing the driver out of the seat, taking control) Got the wheel!

The Sunaj (Damian) (Flying to the back, with Pierce fires at the pursuing CS Skycycles. The CS can’t match the Sunajs rate of fire or accuracy.)

Sunaj Thalor (Revving the truck’s engine, steering it off the main road) We’re done here. Fall back to the extraction point.

Sunaj Pierce, “All clear!”

Sunaj Thalor (Driving the truck towards the extraction point, speaking into his communicator) Mission accomplished. Cargo secured. Returning to base.


The Sunaj pilot the hijacked hover-truck to a hidden warehouse.
The area is dimly lit, with the stolen crates stacked against the walls.

The spread out and get to work.

One Sunaj stands guard.

Another finds the transponder on the truck and deactives before turning off the jammer.

The Sunaj begin opening the crates.

Sunaj Thalor (Opening a crate, examining the contents)

Sunaj (Damian) (Nodding, moving to another crate while the others stand guard and check sensory instruments) “I’ll check the rest. We need to be quick.”

They all feel their Sixth Sense go off.

Sunaj Pierce (Grinning) Always ready for a fight. Let’s see what we’ve got.

Sunaj Thalor (Sensing something, looking up)

CS Special Forces (Psionically jumping out of a crate, blasting the Sunaj with his heavy ion weapon at close range)

Sunaj Thalor (Drawing his blade) Ambush!

Sunaj (Damian) (Grappling with a soldier) You LOSE!

Sunaj Loc (Engaging in hand-to-hand combat) Let’s see what you’ve got!

Sunaj Pierce (Punching a soldier who used his commando training to dodge) Come on, then!

CS Special Forces Leader (Engaging Thalor directly) DIE THEIVING SCUM!

Thalor (Blocking and countering, fighting with precision)

Sunaj Damian (holding him in a wrestler’s hold crushing him to death slowly)

Sunaj Loc: (Trunces his opponent with his hand to hand combat)

Sunaj (Flipping a soldier over, disarming him and using his own weapon against him) Too slow!

CS Special Forces Leader (Landing a vibro-blade on Thalor)

Thalor (delivers a swift kick to the Leader’s side) "That's all you got?"

Sunaj (Damian) (Finishing off his opponent, turning to help Thalor)

Thalor (Nodding)

Sunaj Loc (Taking down another soldier with a precise strike) On it!

Sunaj Pierce (Grabbing a soldier and throwing him into a wall) Done!

CS Special Forces Leader (Struggling but determined) You won’t win!

Thalor (Delivering a final, decisive blow) We just did.

Sunaj Damian (Breathing easily) Is that all?

Sunaj Loc (Scanning the area) Looks like it.

Sunaj Pierce (Nodding)

Thalor (Regrouping with his squad) "Kill him and we are out of here."

The CS Leader sets off the explosives in the crates destroying himself, the hover truck, the warehouse and everything in it.

The world erupts in fire and chaos as the explosives hidden among the crates detonate. The truck outside disintegrates in a blinding flash, followed by a shockwave that tears through the warehouse. Flames and debris fill the air, transforming the serene warehouse into a scene of utter destruction.

The sound of Roaring fire, collapsing structures

The force of the blast sends the Sunaj squad flying through the air like ragdolls. Their superior armor, resilient and almost invulnerable, absorbs the brunt of the explosion. They crash against the far wall of the warehouse, their bodies bouncing off the steel and concrete with a sickening thud.

Aftermath of the Explosion

Smoke and dust fill the air, mingling with the acrid smell of burning chemicals and charred metal. The warehouse is now a ruin, with twisted steel beams and shattered crates scattered everywhere. The once-idling truck is nothing but a smoldering crater.

Among the wreckage, the Sunaj squad begins to stir. Their armor, once invincibility, is now in tatters. Pieces of the high-tech suits lie scattered across the ground, the intricate designs marred by scorch marks and impact dents.

One by one, the members of the squad rise to their feet. Despite the destruction of their armor, they bear only minor injuries—bumps, bruises, and a few superficial cuts. Their Tattooed Man bodies have protected them from what would have been a fatal blast.

(Shifting rubble)

Sunaj Leader (voice strained but determined) "Everyone, check in. We need to regroup and assess the damage."

Damian (brushing off debris) "Just a few bruises, sir. Armor’s gone, but we’re still standing."

Loc: (pulling themselves from under a fallen beam) "Same here. That was a close one."

Pierce (glancing around, surveying the destruction) "Went out with a bang and almost took us with him. I ALMOST respect him."

The squad moves with urgency, picking through the wreckage for anything salvageable. They retrieve weapons and communication devices, preparing to continue their mission despite the setback. The warehouse, now a smoldering ruin.

As they regroup and prepare to move out, the Sunaj squad reflect on their narrow escape.

The aftermath of the explosion. The Sunaj squad has moved to a secure location, a hidden encampment deep in the forest. It’s nighttime, the moon casting a pale light through the trees. A makeshift communication setup is in place, with a portable holo-communicator glowing softly.

After surviving the devastating explosion, the Sunaj squad regroups and prepares to report the incident to Knight One, the Mystic Knight who hired them for the mission. The air is tense as they gather around the holo-communicator, their expressions a mix of exhaustion and determination.

Sunaj Leader (activating the holo-communicator)

(Sound effect: electronic beeps and a faint hum as the connection is established)

Holo-Communicator (flickers to life, revealing the image of Knight One, his stern face illuminated by the glow of the device [the Sunaj's image is a silhouette])

Knight One, “Report.”

Sunaj Leader (his voice steady) “Our mission was compromised. We encountered an unexpected trap—explosives hidden among the cargo. The blast destroyed the warehouse, the truck, and its contents.”

Knight One (his eyes narrowing), “Were there any casualties?”

Sunaj Leader, "No."

Knight One, (concealed disappointment) “It’s fortunate you all survived.”

Sunaj Leader: “They anticipated our hijacking and laid a trap.”

Knight One (nodding slowly) “I will send a Helo to provide you with new armor, transportation, and weapons."

Sunaj Leader, "Make it a blind drop. One of us will pick it up after your chopper's gone.”

Knight One, "As you wish."

Sunaj Leader, “We will not let this deter us. The Sunaj will fulfill our contract, if not as planned, then in results. Everything that was lost in the warehouse.”

Knight One: (his gaze intense) “I have no doubt you will. The success of our overall objective depends on your continued efforts.”

Sunaj Leader: “The Sunaj deliver.”

(Sound effect: electronic hum as the holo-communicator is deactivated)

Sunaj Leader (turning to his team) “You heard the client. The pride of the Sunaj is at stake. We have a mission to complete and a score to settle with the CS.”
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Re: Mystic Knight Merc Squad

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CS Commander Video Report

A fortified military command center. The room is filled with advanced technology and monitors displaying various tactical maps and live feeds. A large Coalition States emblem is prominently displayed on the wall behind the commander's desk. The commander, dressed in full military regalia, stands before a high-definition camera, ready to make his report.

The war between the Coalition States and Free Quebec has intensified. Commander Jareth, a seasoned leader of the Coalition States, prepares to deliver a critical video report to his superiors and the public. The situation is dire, with covert attacks escalating on both sides.

Commander Jareth: (standing at attention, his expression stern and resolute) “This is Commander Jareth of the Coalition States, reporting on the current status of our military operations and the challenges we face. For weeks, we have suffered from covert tactical transgressions, presumably at the hands of Black Ops teams sent in by the Quebec Military.”

(Sound effect: a brief pause, the faint crackle of static as the transmission stabilizes)

Commander Jareth: (continues, his tone measured and authoritative) “These assaults have targeted our supply lines creating significant disruptions in our operations. Despite our best efforts to counter these incursions, the Quebec Military’s Black Ops teams have proven to be elusive and highly effective.”

(Sound effect: a monitor beeps, displaying footage of recent attacks on Coalition installations)

Commander Jareth: (gestures to the footage) “However, our intelligence has uncovered an alarming development. Alongside these targeted attacks by Quebec forces, our troops have faced similar assaults from what we initially believed to be 'independent' operatives.”

(Sound effect: another beep, displaying images of the aftermath of these attacks)

Commander Jareth (his voice tinged with frustration) “These operatives, whose origins remain unknown, have struck with precision and brutality. We suspect they are mercenaries or rogue elements from communities outside of Free Quebec, but their true affiliation and motives are still unclear.”

(Sound effect: a brief silence as the commander collects his thoughts)

Commander Jareth: (resolutely) “What we do know is that these attacks are not random acts of violence. They are coordinated and strategically aimed at weakening our defenses and morale. We must adapt to counter this multifaceted threat.”

(Sound effect: the faint sound of footsteps as officers move in the background, maintaining operations)

Commander Jareth: (leans forward, his eyes intense) “Our enemy is not only the Quebec Military but also these shadowy operatives working against us.”

(Sound effect: a final beep as the footage switches back to the Coalition States emblem)

Commander Jareth: (straightens, his tone unwavering) “We will continue to investigate and neutralize these threats. Our mission remains clear to ensure the security and stability of our nation. This is Commander Jareth, signing off.”

(Sound effect: the camera's red light blinks off, signaling the end of the transmission)

Commander Jareth turns his attention to a more controversial and urgent matter. The Coalition Military's resources are stretched thin, and he must make a difficult request to his superiors.

Commander Jareth: (addressing the assembled officers, his voice firm and resolute) “Ladies and gentlemen, as you’ve seen in my report, the situation is dire. Our forces are under constant attack from both the Quebec Military and these unidentified operatives. Our supply lines are compromised, and our resources are being depleted faster than we can replenish them.”

(Murmurs of agreement and concern from the officers)

Commander Jareth: (leans over the table, highlighting resource data) “We need to reallocate resources to ensure our military can sustain operations and respond effectively to these threats. This includes requisitioning supplies, equipment, and possibly manpower from civilian populations in Free Quebec.”

Senior Officer: (hesitantly) “Sir, reallocating civilian resources could lead to significant backlash. It could be seen as an occupation and might fuel further resistance.”

Commander Jareth: (nods, acknowledging the concern) “I’m fully aware of the potential consequences. However, our primary objective is to secure and stabilize the region. Without sufficient resources, we cannot protect our forces or the civilians we are ultimately responsible for. Desperate times call for difficult decisions.”

Advisor: (looking thoughtful) “We should frame this as a necessary measure for the greater good. Emphasize that these resources will be used to defend against the greater threat and ensure long-term stability. Proper communication and compensation plans could mitigate civilian unrest.”

Commander Jareth: (resolute) “Agreed. We must be strategic in our approach. I will draft a formal request to Command, outlining the necessity of this action and proposing a framework for fair requisition and compensation. Our message will be clear: this is a temporary measure to safeguard the future of all citizens, both within and outside the Coalition.”

(The hum of agreement from the officers, the beeping of data being compiled)

Commander Jareth: (turning to his communications officer) “Prepare the transmission to Command. Include all pertinent data on our current resource status, projected needs, and the proposed reallocation plan. Make it clear that time is of the essence.”

Communications Officer: (nodding) “Yes, sir. I’ll have it ready within the hour.”

Commander Jareth: (looking around the room, his gaze intense) “We’re facing unprecedented challenges. But with decisive action and unwavering resolve, we will overcome them. Our mission is clear, and we will not falter.”
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Re: Mystic Knight Merc Squad

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The party’s helicopter landed about 10 miles outside of Old Bones.
The pilot and 4 T-Men stayed and stood guard.

The rest of the party got a ride into town on a nearby boat going their way.

Talk on the boat is of the Coalition’s war on Free Quebec and the refugees it is creating. There are a lot of people suffering.

The boat glided smoothly through the murky waters of the St. Lawrence River, its hull cutting through the gentle waves with a low, steady hum. As the vessel approached the bustling docks of Old Bones, the city's chaotic energy began to envelop the newcomers.

Knight Three and Knight Four, Mystic Knights in disguise as white cloaked humanitarian workers, stood at the bow, their eyes scanning the sprawling cityscape before them.

With them were their companions:
Aiden, a hardened recon Merc Soldier with psionic healing abilities. Thomas, combat medic with a no-nonsense demeanor and an M.D.
Ictinus, an imposing Atlantean Stone Master, whose presence was both commanding and enigmatic.
Each had a Tattooed Man at their side, their tattoos hidden under coats.

As the boat drew closer to the dock, the sights and sounds of Old Bones came into sharper focus. The docks were a hive of activity, teeming with dock workers unloading crates, fishermen hauling in their daily catch, and merchants shouting to advertise their wares. The air was thick with the scent of saltwater, fish, and the faint, acrid tang of industry.

The ship bumped gently against the weathered wooden pier, and a gangplank was lowered. Knight Three and Knight Four, along with the rest, descended onto the dock, their Tattooed Men following closely behind, their eyes alert and scanning for any potential threats.

Before them lay the vast expanse of Old Bones.

To their left, the Trade Center District buzzed with life and commerce. Seedy taverns, gambling halls, and brothels lined the streets, interspersed with pawnshops, makeshift stalls, and bustling markets. Loud music and raucous laughter spilled out into the open air, blending with the sounds of haggling merchants and the clatter of horse-drawn carts on cobblestone streets.

Directly ahead, the Eastruins District painted a grimmer picture. Ramshackle buildings and crumbling facades spoke of neglect and decay. Here, the poorest of the poor mingled with pirates, outcasts, and practitioners of forbidden arts. The air seemed thicker, more oppressive, as if the very shadows held secrets and dangers.

Knight Three and Knight Four exchanged a knowing glance. This city, with its open lawlessness, was precisely the kind of place where their powers would be put to the test.
Thomas adjusted the strap of his medical bag, his eyes narrowing as he took in the scene, while Ictinus remained stoic, his mind already strategizing their next moves.
The Tattooed Men, ever vigilant, flanked their masters, their expressions unreadable but their muscles tense, ready for any sign of trouble.

Together, the group stepped off the dock and into the Eastruins section of the city.

The sun hung high in the sky, casting a harsh light on the dirty, unkempt streets.
As they moved deeper into Eastruin, they couldn't help but feel the eyes of its inhabitants upon them, assessing and judging. The air grew thicker with a mix of salt and decay.
They could all feel the power of the ley lines offering them unlimited power and boosts to their magic and psychic powers.

The district, with its ramshackle buildings and crumbling facades, seemed almost alive, its dirty alleys and bustling markets whispering secrets of the past and present.

The group's first stop was the bustling market area, a chaotic labyrinth of stalls and vendors:

The streets were lined with makeshift stalls selling an array of goods—cheap trinkets, questionable food, even old books (Free Quebec has a lot of literate and educated people).
The Mystic Knights and their companions, dressed in white cloaks stood out as they navigated the narrow aisles, haggling for curiosities and absorbing the vibrant, if grimy, atmosphere.

Knight Four, recalling his childhood in a similar environment, struck up conversations with local merchants and street urchins. They learned about the daily struggles and hidden gems of Eastruins.

With the midday sun high in the sky, the group decided to sample the local fare. They settled on a modest tavern with a weathered sign creaking in the wind. Inside, the atmosphere was dark and smoky, with a mix of rough-looking patrons. The group found a corner table and ordered a variety of local dishes.

The food was hearty but unrefined—stews made from fresh fish, bread baked that morning, and tankards of strong ale. The flavors are robust, reflecting the hard lives of Eastruins' residents.
Aiden, ever the medic, ensured their meals were safe to consume, while Knight Four quietly cast a spell on each of them to negate any potential toxins.

After their meal, the group made their way to the docks. They watched as ships unloaded their cargo, the air filled with the shouts of dockworkers and the creaking of wooden hulls. The Tattooed Men stayed vigilant, keeping an eye on the bustling activity.

The massive shipyard was a hive of activity. The group observed skilled craftsmen at work, repairing and building vessels. Knight Three and Ictinus struck up a conversation with a shipbuilder, learning about the intricacies of the trade and the economic importance of the shipyard to Eastruins.

The group toured the lumber mill, where workers transformed raw timber into usable lumber and finished products. The Mystic Knights discreetly healed a few injured workers.

The group found an open space near the center of the market where they could set up a makeshift healing station. They laid out a few blankets and set up signs indicating their free healing services.

Knight Four called out to passersby, explaining that they were offering free medical and magical assistance. It didn't take long for a small crowd to gather, curious and hopeful.

Knight Three began by using his "Heal Wounds" spell. He moved from person to person, healing minor injuries such as cuts and bruises. People marveled as their injuries closed up instantly, leaving no trace of damage.
Next, he addressed fevers, flus, and other common bacterial infections. Many of the market-goers who had been suffering from lingering illnesses felt immediate relief.

Aiden used his healing psionics and Thomas his doctorate in medicine to diagnosing ailments and providing medical care, such as removing things from inside people's bodies using psychic surgery that magic can't heal properly. His practical skills complemented Knight Three’s magical abilities perfectly.

Knight Four cast this spell on individuals who had minor cases of poisoning. Then cast “Cleanse” cleaned both people and their clothes, making them look freshly laundered. It was particularly appreciated by those who had been living in squalid conditions.

They took the time to talk with each person they helped, learning about their lives and struggles. This personal touch endeared them to the locals, who began to see them as genuine humanitarians.

The more people they healed, the larger the crowd grew. Word spread quickly through the market that the newcomers were offering real, tangible help. Even those who were initially skeptical began to approach.

A worried mother brought her young child to the station, suffering from a high fever and flu symptoms. Knight Three gently laid his hands on the child and cast "Cure Illness." The fever broke almost immediately, and the child's eyes brightened. The mother wept with relief and gratitude.

A merchant with a deep gash on his arm approached. Knight Three used "Heal Wounds," closing the injury swiftly. The merchant, who had been unable to work due to the pain, thanked them profusely and offered a discount on his goods as a token of appreciation.

An elderly woman suffering from a persistent cough and weakness approached. After diagnosing her with a bacterial infection, Knight Three used "Cure Illness." Her improvement was immediate, and she stood taller, her strength returning. She blessed them for their kindness.

By the time the market began to quiet down in the early afternoon, the group had helped dozens of people. The gratitude of the market-goers was palpable, and many promised to spread the word about the kind mercenaries and their magical healing.

Satisfied with their morning’s work, the group packed up their station.

As dusk settled over Old Bones, the group prepared for their evening mission. The party and their ever-vigilant Tattooed Men set out once more into the heart of Eastruins.

They began their search in the areas they had passed earlier that day, where the streets were narrow and the buildings dilapidated. Knight Four, familiar with the signs of hidden communities from his childhood, led the way.

In a narrow alleyway, they found a small group of people huddled around a makeshift fire. The group consisted of a few men and women, their faces gaunt and eyes wary.
Knight Four approached them with a friendly smile, offering shelter.
Knight Three used his magic to heal minor wounds and ailments.

The group continued their search, moving through the winding streets and back alleys. They found more homeless individuals and families, each with their own stories of hardship and survival.
Knight Three focused on mending broken belongings—repairing torn clothes, fixing damaged shoes, and restoring small personal items. Each act of kindness was met with gratitude, restoring a sense of dignity to those they helped.
Aiden and Ictinus used their psionics to provide his healing touch and psychic surgery when necessary as quickly diagnosed by the Doc.

They encountered a family with young children living in a makeshift shelter made of tarps and cardboard. Knight Three used his "Cure Minor Disorder" spell on the children, alleviating their headaches and nausea. Knight Four cast "Sheltering Force," creating a tent to replace their flimsy shelter.
An elderly man, shivering and alone, caught their attention. Knight Three healed his wounds while Knight Four used his cleanse spell to clean the man and his tattered coat.
They found a group of D-Bees and outcasts living together in an abandoned building. The group was initially suspicious, but the magical aid soon won them over. Knight Three repaired the broken windows and doors of their shelter, while Knight Four set up a "Sheltering Force" dome inside, offering a warm, secure space for the night.

As the night deepened, the group made one last sweep of the area, ensuring they hadn't missed anyone.

They made 4 sheltering force tents to stay the night in.

With the dawn of a new day, the group set out once more for the bustling market of Eastruins.

They returned to the same open space in the market where they had set up their makeshift healing station the previous day.

There was no need to announce anything; there was a line.

The group worked like a well-oiled machine, their roles clearly defined.

The Supernaturally stronger Tattooed Men managed the crowd. They maintained a calm and orderly line, ensuring everyone waited their turn and preventing any disruptions. Their presence deterred any troublemakers.

Knight Four quickly cast “Cleanse” to give everyone in line a magically shower and laundry service. Then “Negate Toxin” just in case.

Thomas the Doctor quickly diagnosed them, separating the surgical cases to Aiden psychic surgery.

Knight Three cast his spells of “Cure minor disorder” (no expense in Tylinal), “Cure Illness” and “Heal Wounds” with practiced precision. Swiftly the line of people with cuts, bruises, burns, and other minor injuries dwindled.

By mid-morning, they had already treated over 200 people. The market was buzzing with amazement at the swift and effective healing.

As the sun reached its peak, they paused briefly to rest and enjoy a quick bite to eat for their mental health. They were already under the effects of the spell “Sustain” ensuring their energy levels were high but it helped them unwind and look normal to the people of Eastruin. They resumed their work with renewed vigor, treating another wave of market-goers.

By the late afternoon, they had treated over 400 people. The crowd remained steady, with word spreading about the free services.

A young mother with two children approached, all three suffering from various ailments. Knight Three healed their minor injuries and illnesses, while Knight Four cleaned their clothes, leaving the family in tears.

An elderly couple, bent with age and illness, were next. Knight Three used "Cure Illness" to rid them of their fevers and "Cure Minor Disorder" to ease their aches and pains. The couple thanked them profusely.

A troupe of street performers, who had heard of the healing services, came seeking aid for their various injuries. Knight Three mended their bruises and cuts, while Knight Four ensured they were clean and presentable for their performances.

As evening approached, they completed their goal, treating 614 people in 12 hours. The market-goers were effusive in their thanks, many promising to spread the word about their kindness.

The group returned to their now-established spot in the market, where a long line of hopeful individuals awaited them.
Their efficiency improved with each day, and so did their reputation.

They treated hundreds of market-goers, alleviating minor wounds, illnesses, and physical disorders.

At night, they resumed their search for the homeless.

The routine continued, with an ever-growing line of people seeking their help. The market had come to expect and rely on their presence.

Notable Encounter:

They encountered a group of orphans living on the streets. Knight Four cast "Sheltering Force" to provide a safe place for them to stay and clean water with his “create Water” spell.
Ictinus used his powers to reinforce the areas around the domes, ensuring they were not only warm and secure but also structurally sound.
Three healed their wounds and alleviated their ailments.

They expanded their search area, finding more homeless individuals and families in need. Knight Four’s shelters became a common sight in Eastruins, glowing softly in the night.

The market was abuzz with stories of the compassionate white cloaks. People arrived earlier, eager to receive their healing and cleansing services. The group treated hundreds of people each day.

A local merchant brought them a hot meal, thanking them for their continued efforts.

People from other sections of the city came into Eastruins to skip the line at the emergency room and its billing department.

While the rest of the group focused on healing and providing aid, Ictinus began his work on the stone structures and roads.

Ictinus started with the crumbling stone buildings around the market. Using his stone mastery, he repaired cracks, filled gaps, and restored damaged facades. The stonework glowed briefly under his touch, seamlessly melding back together and returning to its original form.
Next, Ictinus turned his attention to the cobblestone roads. With a wave of his hand and a few whispered words, he transformed the uneven, broken cobblestones into smooth, seamless stone paths. The roads, now whole, were safer and more navigable for the market-goers and residents.

The transformation was immediate and striking. Where there had been chaos and decay, there was now order and beauty. The seamless stone roads provided a stark contrast to the previous disrepair, and the restored buildings looked sturdy and welcoming.

The people of Eastruins were amazed at the changes. They watched in awe as Ictinus worked, the dilapidated market area gradually transforming into a more orderly and aesthetically pleasing environment.

The visible improvements further enhanced the group’s reputation.

The seamless roads allowed for easier movement through the market, helping to manage the crowd more effectively. The restored buildings provided better shelter and safety for the market vendors and their goods.

Knight Three, inspired by Ictinus, whenever they came across a building with broken windows
With a few whispered words and a graceful gesture, Knight Three cast his spell. Magic shimmered in the air as cracks in glass seamlessly mended as if they had never been there.
The transformations were subtle but impactful.

In a small square, they discovered an old, broken stone fountain. Ictinus restored it to its former glory, the water flowing freely once again.

Over the course of the day and night, their combined efforts had a profound impact on Eastruins. The seamless roads and restored buildings created a safer, more welcoming environment. The people of Eastruins saw tangible improvements in their surroundings.

After several days of work, the group had not only healed and aided the people of Eastruins but also transformed the physical landscape of the district. The seamless stone roads and restored buildings.

The process repeated for a few days.
Over 4,000 people were healed in one way or another.

As the morning sun climbed higher in the sky, casting a warm glow over the city of Old Bones, the party set out for the Trade Center District.

The Trade Center District was a bustling hive of activity, with merchants shouting their wares, street performers entertaining passersby, and a mix of both respectable citizens and unsavory characters weaving through the crowded streets.

As the group navigated through the throngs of people, they could feel the pulse of the city. This district was indeed the lifeblood of Old Bones, where commerce thrived and fortunes were made or lost in the blink of an eye.

The party had heard rumors galore but one in particular was of a tall samaritan, like the hero who has tattoos on his wrist of a heart with a stake through it.
Wandering about they found themselves at Salmand Special Investigations, a detective agency located on the border of the Trade Center and Eastruins.

The detective agency was housed in a shabby, three-story office building in the rougher part of town. The building's facade was worn and cracked, with faded paint and grimy windows that spoke of years of neglect.

A shady tavern and game hall occupied the ground floor, its entrance marked by a flickering neon sign. Next door was a modest accounting business, and across the hall, a disreputable travel agent's office. The rest of the building appeared empty or used for storage.

As the group entered the building, the sounds of raucous laughter and clinking glasses greeted them from the tavern downstairs. The patrons, a mix of rough-looking individuals and tired locals, barely glanced their way.

Salmand and his crew were clearly well-regarded here, with the bartender giving the group a respectful nod as they passed.

The narrow staircase leading to the third floor creaked underfoot. The walls were lined with peeling wallpaper, and the air was thick with the scent of stale beer and tobacco smoke.

The door to Salmand Special Investigations was marked by a simple, hand-painted sign. It looked as though it had seen better days, much like the rest of the building. The door itself was slightly ajar, revealing a dimly lit interior.

The office was straight out of a film noir movie. Dark wood furniture, an old-fashioned ceiling fan, and smoky air gave the place an air of mystery and intrigue. Filing cabinets lined one wall, while a large desk dominated the center of the room. Papers were strewn about, and a half-empty bottle of whiskey sat on a corner of the desk.

Salmand stood as the group entered. Towering at six feet six inches, his presence was imposing. He had long black hair tied back in a ponytail and wore a cloak. He appeared to be in his early thirties.

“Welcome," Salmand said, his voice smooth yet commanding. "I've heard about your good deeds in Eastruins. What brings you to my office?"

Knight Four stepped forward, (Speaking in the Atlantean language of Greek) "We seek a guide.”

Salmand nodded thoughtfully, his sharp eyes scrutinizing the group.

Pulling back the cuff from his wrist he showed his tattoo Knight Four explained how he is an honorary member of an Atlantean Clan. Then explains that the Tattooed men are sort of recuses whose company he came into in the war against the Xiticix.

Salmand, after a moment's consideration, agreed to a partnership.

After the usual pleasantries are exchanged.

Salmand spoke candidly about the Trade Center District.

However, the district is also rife with theft and murder (70% of all crimes and 81% of murders, suicides, and disappearances occur here).

He says, “Honestly, what you are doing in Eastruins is more than ALL the good I have done in the 3 years I have been Old Bones. The city position on law is inconsistent. Those who wear the badge, their protection is for the Northerner’s. Rich folk. The really rich have private security. For the middle class, the police are of little help and often corrupt.
For the poor, the police don’t help.
Many areas are controlled by local gangs who have sort of cold war turf wars.
“Most people have to group together, for protection and to threaten revenge against anyone who would attack one of their members. A sort of old school, if you start a fight with one of us you start a war with ALL of us. A person, alone, is in constant danger of being robbed or taken and if they resist harmed or even killed. No person or small group can survive on their own unless they are super powerful. Which I assume is why you brought the T-Men. And doing that humanitarian work is going to get a lot of people looking out for you. No one wants the Doctor dead as long as the healing is for free. A lot of witness in Eastruin. They tell on and turn on the gang that tried to shack you down or shank you. Plus, working for free you have no money for others to rob from you.”

Old Bones. It's a plutacracy. Those with the money run things.
It is more like a couple of towns next to each other.

Security is a sign of wealth. The upper class leverage their security to maintain and protect their interests.
Law enforcement is inconsistent and mostly corrupt like a kind of gang. The men at arms, hired by the rich, enforce rules that protect interests that align with their employers.

Utilities are privatized, accessible only to those who can afford them, including emergency services, healthcare, and fire protection.

Areas without private security are crime ridden.
The rich are fortified enclaves.

Northern Neighborhoods, a walled city within the city. Well-kept, safe, secure, and quiet, home to residents who prefer a semblance of order and normalcy amidst the city's chaos. Private schools, hospitials, parks with playgrounds.

The wealthy live under a different set of legal standards enforced by their private security.
Justice is decided by those with the power of money.
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Re: Mystic Knight Merc Squad

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A Battle over Old Bones

The sun was just beginning to set over Old Bones, casting long shadows across the bustling Trade Center District, when the peace of the city was shattered by the thunderous roar of approaching engines.

An entire Armored Company of the Coalition States, rumbled into the city. Their ranks included heavily armed infantry, power armor units, and the fearsome SAMAS (Strategic Armor Military Assault Suit) troops.

The arrival of the Coalition forces, known for their distinctive black-and-white "Dead Boys" armor, sent a wave of fear and tension rippling through the city's inhabitants.

As the Coalition troops fan out through the streets, people are surprised and afraid. Shopkeepers hurriedly closed their stalls, and families rushed to hide in their homes. A few brave souls, armed with whatever they could find, attempted to stand their ground but were quickly overwhelmed by the superior firepower of the Coalition soldiers.

The Coalition troops, operating under orders to root out a supposed nefarious plot involving Triax military equipment, are ruthless. Shooting first, targeting anyone who looks suspicious. The brutality is high, with many innocent civilians caught in the crossfire or accused of being spies and Free Quebec sympathizers.

Local mercenaries, many of whom had a deep-seated hatred for the Coalition, emerged from hiding.
They launch hit-and-run attacks, using their knowledge of the city's layout to their advantage.

Within an hour, the city turns into a battle ground.

Energy weapons fire echoes through the narrow streets, and the air is thick with smoke from burning buildings.
The Coalition soldiers, trained for open warfare, found themselves at a disadvantage in the cramped urban environment. Their distinctive armor, meant to intimidate, made them easy targets for the sharpshooters and guerrilla fighters of Old Bones.

As resistance grows more organized, the Coalition troops are increasingly split up and isolated.

Knight Three and Knight Four, along with their Tattooed Men, take up positions in the shadows of the crumbling buildings.

As a squad of Coalition soldiers rounded a corner, the T-Men pounce on them.
Knight Three and Four fire energy blasts from his eyes making a hole in one grunts head.

The Coalition soldiers, though caught off guard, are not able to fire with their arms overpowered. The Mystic Knights make holes in the rest of their heads.

They set up another ambush in a small plaza, using overturned carts and debris for cover.

Another group of Coalition soldiers entered the plaza, drawn by the sounds of the previous skirmish.

Knight Three and Four cast "Invisibility," and “Aura of the Dead” allowing them to position themselves perfectly for the next strike.

At the opportune moment, the knights fire energy blasts.
The Tattooed Men fire the energy weapons of the dead CS grunts from cover. They don’t last 30 seconds.

A small group of Coalition soldiers, led by a SAMAS trooper, make a desperate stand in a fortified position. The power-armored soldier's heavy weaponry posed a significant threat.

Knight Three and Knight Four focused their attacks on the SAMAS.
On the ground the SAMAS is at its most vulnerable.

With the SAMAS trooper neutralized, the remaining soldiers were quickly overwhelmed. The Tattooed Men moved in, finishing off the last of the resistance with brutal efficiency. Their energy blast attacks are unimaginative but effective. Their delivery, invisible, coming out of nowhere (to the CS).

Casualties mount, brave defenders of Old Bones fall, but not more than they do for the Coalition forces. While the CS attacks and kills incite the locals, drawing more fighters into the fray.

By the end of the day, the Coalition Armored Company is in ruins.

Those who survived the initial assaults were forced to retreat, leaving behind their dead and wounded.

The city of Old Bones, though scarred by the conflict, had successfully repelled the invaders.

Parts of Old Bones were left in flames, with countless buildings destroyed and streets littered with debris. The sounds of battle are replaced by the cries of the injured and the mournful silence of those who had lost everything.

The toll on the civilian population is immense. Over 4,000 people suffered personal injury or destruction of property. Families are left homeless, businesses are ruined, and the already fragile peace of Old Bones is shattered.


As nightfalls, the fires in Old Bones began to smolder, and the survivors emerged to assess the damage.

The once-bustling Trade Center District now lies in ruins.

The wounded flock to the Mystic Knights as they quickly pick and choose who they can save as they rapidly cast spells of healing. While the T-Men put out fires and pull D-Bees and humans out of the rubble.

For every life they save one is lost, still they save thousands.

The looters have a free-for all.

ALL consider the fallen Coalition loot fair game.

Still, the homes and stores with holes in their walls are looted also.

The sentiment is extremely ANTI-Coalition States with many calling for getting revenge against the CS.

Some one to join in the defense of Free Quebec.

Some want to attack the CS.

Some want to go back to the way things were.

Some want to stay out of it all and leave.
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Re: Mystic Knight Merc Squad

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TV News Report: The Aftermath of the Coalition Attack on Old Bones

The screen fades in from black to reveal a professional-looking newsroom. The anchor, a poised woman in her early forties with sharp features and a calm demeanor, sits behind a sleek desk.

Behind her, a large screen displays the headline:

"CRISIS IN OLD BONES: COALITION ATTACK CONDEMNED."

Anchor:
"Good evening, I'm Lara West, and this is Old Bones Tonight. Our top story: The city of Old Bones is reeling from a brutal and unprovoked attack by Coalition States forces. The assault, which took place yesterday, has left parts of our city in ruins and sparked outrage. We begin our coverage with a statement from the Government of Free Quebec."

Cut to:
A pre-recorded statement from the spokesperson of the Free Quebec government, standing at a podium with the flag of Free Quebec behind them. The spokesperson is a stern-faced man in his fifties, dressed in formal attire.

Spokesperson:
"Today, the Government of Free Quebec condemns in the strongest possible terms the dishonorable and unprovoked attack on the city of Old Bones by the Coalition States. This act of aggression is a gross violation of the non-aggression pact that has been in place to ensure peace and stability in the region. The Coalition's actions are not only a direct attack on Old Bones but an affront to the principles of sovereignty and non-interference that we hold dear."

Cut to:
Footage of the aftermath in Old Bones. The camera pans over scenes of devastation: burning buildings, rubble-strewn streets, and people tending to the wounded. The voiceover of the anchor continues.

Anchor (Voiceover):
"The Coalition's incursion into Old Bones has resulted in significant loss of life and property. Preliminary reports indicate that over 4,000 civilians have been affected, with countless homes and businesses destroyed. The attack has also led to fierce resistance from local militias and mercenaries, resulting in heavy casualties on both sides."

Cut to:
A live shot of a local journalist standing amidst the wreckage in the Trade Center District. Behind her, firefighters work to extinguish flames, and medics assist injured civilians.

Local Journalist:
"I'm here in the Trade Center District, where the aftermath of the Coalition attack is painfully visible. The area, once bustling with commerce, now resembles a war zone. Residents are struggling to come to terms with the destruction, and rescue efforts are ongoing. Earlier today, I spoke with several locals who shared their reactions to the attack."

Cut to:
Interviews with local residents, their faces a mix of anger and sorrow.

Jonas:
"We've lost everything. Our homes, our businesses... Why did they do this? There was no reason for this kind of violence."

Helen:
"We fought back because we had to. They came into our home, and we had no choice but to defend ourselves."

Cut to:
Footage of Free Quebec Humanitarian Aid personnel arriving in Old Bones, distributing food, blankets, and coordinating with local authorities.

Anchor (Voiceover):
"In response to the crisis, the Government of Free Quebec has dispatched humanitarian aid to support the HUMANS of Old Bones. They have pledged to assist in rebuilding the city and providing for those who have been displaced by the attack."

Cut to:
The newsroom, with the anchor now joined by a military analyst.

Anchor:
"Joining us now is Colonel Richard Hale, a military analyst and expert on Coalition States' strategies. Colonel Hale, what do you make of this attack, and what are the implications for regional stability?"

Colonel Hale:
"This attack by the Coalition States is both shocking and reckless. It appears to be driven by unfounded paranoia and has severely damaged their credibility. The fact that they found no evidence of the rumored Triax depot underscores the futility of their actions. Moving forward, this incident will likely galvanize opposition to the Coalition and strengthen alliances among their adversaries, including Free Quebec."

Anchor:
"Thank you, Colonel Hale. As the people of Old Bones begin the long process of recovery, the world watches and waits to see how this crisis will unfold. Our thoughts are with those affected, and we will continue to provide updates as new information becomes available."

Closing Scene:
The camera zooms out from the anchor desk, and the screen fades to black with the show's logo and music playing softly.

Anchor (Voiceover):
"This has been Old Bones Tonight. I'm Lara West. Stay safe, and good night."

The screen fades out completely, leaving the viewers with a sense of the gravity and chaos that has befallen Old Bones, as well as the determined response from both the local community and the government of Free Quebec.



Knight Four casts “Sheltering Force” tents for those whose homes were destroyed.

Local militias work to restore order, preventing looting and other criminal activities that might arise in the chaos.

The T-Men use their supernatural strength to remove the debris from destroyed buildings and clear the streets to restore normalcy.


The Old Bones captains of industry there pressure the Coalition States for accountability and reparations for the unprovoked attack.

The people of Old Bones focus on healing, rebuilding, and fortifying their city against future threats.

The CS attack has served as a catalyst for foment hatred against the CS.
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Re: Mystic Knight Merc Squad

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Location: Old Bones


A shop in Eastruins.
The walls are lined with shelves stocked with various types of E-Clips.
At a table, Knight Four is busy recharging E-clips using the power of the Ley Line.
Two T-Men kept watch while he secretly used his unique power as a Mystic Knight to convert the P.P.E. of the Ley Line to charge each E-clip.
For the last 4 hours he had re-charged 200 clips.
No telling when or if the CS might strike again.

While the people who fought them were in need of a re-charge.
So the lied about having an E-clip recharger and use their abilities.

His eyes widen slightly as he recognizes the distinctive markings of a Naruni Enterprises E-clip.
The sleek, high-tech design and the unique energy signature are unmistakable.
The duck tape they slapped on it and with a name and number was his only means of identifying the owner.

---

Knight Four, "Excuse me, but this E-clip I charged for you... it’s from Naruni Enterprises, isn’t it?"

Grizzled Veteran, "Yeah, you’ve got a sharp eye. Just picked it up recently. Why do you ask?"

Knight Four, "I'm interested in buying some. Can I ask you where did you get it?"

Vet, "Got it from a dealer here in Old Bones. Place called ‘Tech Haven,’ near the eastern edge of the Trade Center. They’ve been getting some interesting gear lately."

Knight Four, "Interesting gear from Naruni Enterprises in Old Bones, huh? That’s not something you come across every day."

Veteran, "Yeah, no problem. The dealer said they’ve been getting their last shipment. Having a clearance sale to get rid of it before the CS come again. CS wiped out their supply line, I guess."

"I appreciate the information."

Knight Four finds the gang.

Knight Three is in the market casting "Cleanse" and continuing to heal the injuried along with the two Merc Soldiers.

Ictinus, in the way a Stone Master does, carried Stone debris from the Trade District to Eastruins and built with it.

The Tattooed Man were watching his back and lending a hand when it was small.

He quickly briefs them on the encounter and about Naruni Enterprises’ presence in the city.

"We need to check out this Tech Haven and check on Naruni Enterprises."

---

Knight Three and Knight Four are in their Sheltering Force tent in Old Bones, sitting at a high-tech communication console. The Naruni Enterprises logo glows faintly on the screen. Knight Three initiates the call, and after a few moments, the image of their Naruni Enterprises sales representative, Varek, appears on the screen. His expression is one of barely contained fury.

Varek: "Good to see you again. Let me guess, Coalition trouble? Those bastards forced us out of the North American arms market, and now they think they own the place."

Knight Four, "Precisely. We’ve encountered Naruni E-clips and other gear in the local market. It seems someone is trying to flood Old Bones with your weapons."

Varek, (gritting his teeth) "Of course. That was the plan. If the Coalition wants to play dirty, then so will we. We're looking to flood the Quebecois market with cut-rate Naruni weaponry. It's cheaper than transporting the products back, considering the costs of shipping and security."

Knight Three, "So this is an act of revenge against the Coalition States?"

Varek, "They pushed us out. Murdered our product reps. Destroyed our merchandise and showrooms. Well, let's see how they like it when Naruni weapons are everywhere and cheaper than Northern Gun’s."

Knight Four, "That’s a bold move, Varek. How do you plan to ensure this doesn’t backfire?"

Varek, "BACKFIRE?! The CS is killing us and destroying our inventory. Flooding the market before what we have left is destroyed is the next best thing to selling them for profit. It will increase the supply on the market. So Northern Gun will have to lower their prices to compete, which will hurt their profits. I have faith that, given the choice, customers will want a Naruni weapon over a Northern Gun one (smirking); especially if ours is cheaper."

Knight Four, "You still lose but this way the CS and Northern Gun lose too. This way you show them what happens when they cross Naruni Enterprises."

Knight Three, "Valek, we have a proposal that could be mutually beneficial."

Valek, "I’m listening."

Knight Three, "We propose a solution. Allow us to use the leftover or abandoned inventory against the CS. Every time they destroy your property or harm your employees, we’ll ensure they pay the price."

Valek, "Interesting. But how exactly do you plan to use this inventory? And what’s in it for Naruni Enterprises?"

Knight Four, "We’ll deploy the weapons and equipment directly in our operations against the Coalition States. This isn’t just about using the tools—they become symbols of resistance. Each weapon will carry the message that Naruni Enterprises won’t be silenced or eradicated. We’ll make sure the Coalition understands the consequences of their actions."

Knight Three, "By arming us with Naruni tech, you gain a dedicated force actively working to undermine the Coalition’s efforts. It’s cheaper, faster, and more effective than transporting what's left of your inventory."

Valek, (considering) "You make a compelling argument (smirking slightly) I have to admit, there’s a certain poetic justice to it. And if it helps destabilize the Coalition, all the better."

Knight Three, "We become your avengers in the field, ensuring that every attack on Naruni Enterprises is met with swift and decisive retaliation."

Valek, "Alright, you have my attention. I’ll authorize the release of the leftover inventory to you. Make sure you hit them hard and leave no doubt about who’s behind it."

Knight Four, "The Coalition will learn that their actions have consequences."

Valek, "I’ll have the necessary arrangements made. You’ll receive the coordinates of our leftover inventory soon. I expect a video of their use against the CS."

Knight Three, "We’ve got the tools we need. Now let’s make the Coalition pay."

Knight Four, "Agreed."

---

That night the homeless find shelter in the "Sheltering Force" domes of the Mystic Knights.
Clean clothes thanks to "Cleanse"
Clean water thanks to "Create Water."

---

People share stories of their personal loss.
The Dead and the desire for funerals and revenge.
Injured people they care about.
Their own injuries.
The lose of their business or job.
There is much bitterness.

Family and friends searched for people they cared about only to find them dead or fled or injured.

Bounties are posted for CS spies and sympathizers.

The latest bounty is for a New German Republic trade representative has been abducted from
his room in Quebec City and believed to be in Old Bones. He supposedly may have heen one of the reasons the CS came to Old Bones in force.

Old Bones is lawless and that is the way the visiters like it.
They also know it has no standing army or taxes.
They liked it that way too, until today.
Old Bones is suppose to be neutral territory.
The CS had brought war to them.
They broke the DEAL.

Now there is talk of revenge and fear of reprisal.
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: Old Bones

Word has spread of a huge army of Skel-Bots marching on foot to Quebec.

Note: Skel-Bot can run 90 mph. However, running in the forest is significantly more challenging than on a racetrack due to obstacles such as uneven ground, vegetation, and potential water bodies.
A reasonable estimate for traveling in forest terrain is about 3 to 4 miles per hour. This accounts for the need to navigate around obstacles and the generally slower pace in rough terrain.

Stranger rumors say that CS air support aggressive flies over the march machines and engage with enemies that Skel-Bots fight. Often thes battles destroy both the Skel-Bots and the enemies they encounter.

They appear to be followed up by a rear guard of Coalition troops preforming a pincer attack with some unseen enemy that comes between them and the Skel-Bots.

Skel-Bot are destroyed by the unseen enemy and friendly fire.
This has left hundreds of Skel-Bot corpses that the CS reclamination crews can't quite keep up with on recovery.

The opportunity is ripe for scavagers to "find" some Skel-bot parts.
One just has to follow the tracks.

The real fear is that the Skel-bots are going to attack Old Bones.

IF not Old Bones than obviously Free Quebec but naturally the CS is NOT announcing their invation plans.

While it is obvious that if Old Bones his rumoring about it than Free Quebec MUST know about it.
Strangely, FQ does not appear to be mobilizing an armored force of equal size to attack or defend against the skel-bots as a man at arms would expect.

The rumor is that they must be planning something special and are keeping their poker cards close to their vest.

What does it matter?

Pay back and people want to pick up some loot.
Skel-bot are not human or D-Bee so people have no hesitation about destroying them.
There are a lot of materials that can be repurposed from a Skel-bot.

Talk is buzzing and maps are stared at asking questions about ambush points and vehicles to tranport skel-bot remains.

One group comes into Old Bones with their story.
Their Psi-tech paralyzed one and they carted it off.
While paralyzed their operator and crew took off its arms and legs.
What they brought back with them for sale is a Skel-Bot in pieces.
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

The Canadian Free Quebec Channel (C.F.Q.C.) studio is a bustling hub of activity.
The walls are lined with soundproofing panels, and several monitors display live feeds and news tickers.
In the center, a large desk holds microphones and broadcasting equipment.
The host, Marie Ducharme, a charismatic and sharp-witted journalist, sits at the desk, preparing for the evening's broadcast.

The C.F.Q.C. theme music plays, a stirring blend of traditional Quebecois music and modern beats. The camera zooms in on Marie as the music fades out.

Marie Ducharme, "Good evening, Free Quebec! This is Marie Ducharme, and you're tuned into C.F.Q.C., your voice, your news. Tonight, we bring you the latest updates from across our nation and beyond. Let's get started with our top story."

The Aftermath of the Coalition Attack on Old Bones

Marie, "Our top story tonight: The city of Old Bones is still reeling from the brutal and unprovoked attack by Coalition States forces. The assault, which took place earlier this week, has left parts of the city in ruins and sparked outrage across Free Quebec. We go live to our correspondent, Jacques Tremblay, who is on the ground in Old Bones. Jacques, what can you tell us?"

Jacques Tremblay (on-screen, standing amidst the rubble): "Marie, the scene here is one of devastation. Buildings have been reduced to rubble, and the streets are filled with debris. Rescue efforts are ongoing, and the people of Old Bones are coming together to rebuild. The bravery and resilience of the locals are truly inspiring."

Marie: "Thank you, Jacques. In a statement earlier today, Prime Minister Lome condemned the attack and pledged full support for the recovery efforts. He emphasized that Free Quebec will not be intimidated by the Coalition's aggression."

Segment 2: Economic Impact and Market Response

Marie: "Turning to economic news, the attack on Old Bones has had significant repercussions on our economy. The stock market experienced a temporary dip, but has shown signs of recovery. We have financial analyst Sophie Dubois with us to discuss the impact. Sophie, how is the market reacting?"

Sophie Dubois (via video call): "Marie, the initial shock caused some volatility, but the market is stabilizing. Investors are showing confidence in Free Quebec's resilience. Additionally, there has been a surge in demand for security and defense stocks, reflecting the public's focus on strengthening our defenses."

Marie: "Thank you, Sophie. In related news, Naruni Enterprises has announced a new initiative to supply advanced weaponry to Free Quebec at reduced prices. This move is seen as a direct response to the Coalition's actions, aimed at bolstering our defensive capabilities."

Segment 3: Public Sentiment and Grassroots Movements

Marie: "Next, we turn to the voice of the people. Across Free Quebec, grassroots movements are gaining momentum, calling for stronger action against the Coalition States. Reporter Elise Lavoie has been speaking with citizens. Elise, what are people saying?"

Elise Lavoie (on-screen, interviewing citizens): "Marie, the sentiment here is overwhelmingly supportive of Prime Minister Lome's stance. People are rallying behind the idea of a strong, independent Free Quebec. Many have taken to the streets in peaceful protests, demanding justice for the attack on Old Bones and urging the government to take decisive action."

Jon: "We won't be bullied by the Coalition. It's time for us to stand up and defend our sovereignty."

Elise: "I support our Prime Minister. He’s doing the right thing by strengthening our defenses and standing up to aggression."

Marie: "Thank you, Elise. It's clear that the people of Free Quebec are united in their resolve."

Segment 4: Skel-Bots on the March

Marie: "Lastly, rumors are an army of Skul-Bots are marching North. The latest in Chi-Town's hostile assault on the free people of Both Free Quebec and Old Bones. This army is dwindling thanks to the independent efforts of Robophile Head-hunter knack for neutrializing this menace. Still more remain marching than have been disabled. Strangely there has been no sighting of CS grunts or officers guiding the Skel-Bots. Some reports claim the Skel-Bots are even shooting each other and are shot at by CS squads tracking them. The CS must not have the act together."

“That's all for tonight's broadcast. Remember, Free Quebec, we stand strong, united, and resilient. Keep tuning in to C.F.Q.C. for the latest news and updates. This is Marie Ducharme, wishing you a safe and peaceful evening."

The theme music plays again as the camera zooms out, showing the bustling studio. The screen fades to black, displaying the C.F.Q.C. logo and contact information for viewers who want to share their stories or comments.
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Re: Mystic Knight Merc Squad

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Location: Old Bones

Eastruins

The arenas in Eastruins provide a brutal and thrilling form of entertainment, each with its unique atmosphere and features. The Pit offers a raw, chaotic experience, while The Coliseum provides a more structured and grand spectacle. Together, they embody the gritty and dangerous allure of Eastruins, drawing spectators and fighters from all walks of life.

---

The Pit

The Pit is located in the heart of Eastruins, surrounded by dilapidated buildings and narrow, winding streets. The entrance is an unassuming iron gate, barely distinguishable from the surrounding structures.

The exterior is weather-beaten, with faded graffiti and posters advertising past events. The atmosphere around the arena is charged with excitement and danger.

Upon entering, patrons find themselves in a dimly lit entrance hall. The air is thick with the smell of sweat, smoke, and alcohol. Guards stand at the entrance, ensuring only paying customers get in.

The arena is a circular pit dug into the ground, surrounded by tiered seating made of old wooden planks and salvaged materials. The seating is haphazard, with some sections better maintained than others. The wealthier spectators sit closer to the pit, while the less affluent are relegated to the higher tiers.

The floor of the pit is made of packed dirt, stained with blood and littered with remnants of previous fights. A few makeshift torches and spotlights illuminate the area, casting eerie shadows on the combatants.

The audience is a mix of rough-looking locals, mercenaries, and thrill-seekers. The crowd is rowdy, cheering loudly and placing bets with eager anticipation.

An announcer (a 4th level Vagabond), often perched on a raised platform, hypes up the crowd with exaggerated introductions and colorful commentary. His voice booms through a crackling sound system.

The fights range from one-on-one duels to chaotic free-for-alls. Combatants use a variety of weapons, and the rules are often flexible to keep the audience entertained. The brutality is real, and the stakes are high, with fighters often battling for their lives or substantial prize money.

Several bookies operate around the arena, taking bets and keeping records. They are known for their sharp eyes and quick calculations, ensuring the bets are collected and paid out efficiently.

Bets are placed on various aspects of the fights, including the winner, the duration of the match, and specific outcomes like first blood. The betting adds an extra layer of excitement to the already charged atmosphere.

---

The Coliseum

The Coliseum is located at the edge of Eastruins, near the docks and warehouses. Its stone facade is more imposing than The Pit, with high walls and iron-reinforced gates.

The exterior is adorned with banners and flags representing various fighting guilds and champions. The walls are marked with battle scars, adding to the arena’s intimidating presence.

The entrance hall is grander, with torches lighting the way and a sense of formality compared to The Pit. Guards in armor check tickets and maintain order.

The benches are carved from sturdy stone, with each block meticulously shaped to fit seamlessly into the tiered rows. The stone is worn smooth from years of use, with occasional engravings and graffiti from past visitors.

The benches are arranged in concentric circles around the arena floor, ensuring that every spectator has a clear view of the action. The lower tiers are closer to the arena, offering an up-close experience of the fights.

Though made of stone, the benches are designed for comfort, with slight curves to support the back. Cushions and blankets are often brought by regular attendees to make their experience more comfortable.

The seating is clearly divided into sections based on social class and status. This segregation is maintained by both tradition and the presence of guards who enforce seating arrangements.

The higher tiers are designated for the general populace. These sections are often crowded and lively, with spectators bringing their own food and drinks, creating a festive atmosphere.

The middle tiers are for the city's merchants, skilled workers, and minor officials. These seats offer a balanced view of the arena, combining good visibility with relative affordability.

Specific sections are reserved for guild members, notable families, and respected figures within the community. These areas are marked by banners and insignias, proudly displaying the affiliation of the occupants.

The VIP sections are located in the best positions, often directly across from the main entrance to the arena floor. These seats provide an unobstructed view of the entire arena, perfect for observing every detail of the fights.

Unlike the stone benches of the general sections, VIP seats are crafted from polished wood and upholstered in rich fabrics. These seats are wider, cushioned, and sometimes even feature armrests and footrests.

VIP sections offer additional amenities such as private waitstaff, who provide food and drinks throughout the events. Small tables are placed between seats for convenience.

Some of the most exclusive seats are located in private boxes, elevated above the main seating areas. These boxes are enclosed with glass walls to provide a comfortable environment regardless of the weather. Inside, there are plush chairs, sofas, and even small bar areas for the guests.

VIP areas are heavily guarded to ensure the safety and privacy of their occupants. Guards are stationed at entry points, and only those with proper credentials are allowed access.

Ramps and wide staircases ensure that spectators can move easily between different sections. Ushers are available to guide newcomers to their designated seats.

The walls and railings around the seating areas are adorned with banners, flags, and torches, adding to the grandeur of the arena. Sculptures of legendary fighters and mythical creatures are placed at key points, enhancing the overall aesthetic.

Throughout the seating areas, vendors move through the crowd selling snacks, drinks, and memorabilia.

The floor of The Coliseum is constructed from large, interlocking stone tiles. Each tile is meticulously cut from durable stone, designed to endure the impacts of intense combat. The surface is slightly rough to provide traction for the fighters, preventing slips during the heat of battle.

The tiles are arranged in intricate patterns, often forming symbols or designs significant to the culture and history of Eastruins. These patterns not only add an aesthetic quality but also serve as subtle markers for trapdoors and compartments.

Beneath the stone tiles, a network of supports and reinforcements ensures that the floor can handle the weight and force of heavy impacts, including those from large creatures or powerful magical attacks.
The floor is regularly maintained and repaired to keep it in prime condition. This includes replacing damaged tiles and reinforcing weak points to ensure the safety and integrity of the arena.

Strategically placed throughout the arena floor, trapdoors are seamlessly integrated into the tile patterns, making them nearly invisible to the untrained eye. These trapdoors can be triggered by the arena's control mechanisms, often operated from a hidden booth by the arena master or designated staff.

The trapdoors operate on a series of pulleys and levers, allowing them to open quickly and quietly. They can lead to various underground chambers or tunnels, each designed for specific purposes during the fights.

The trapdoors serve multiple functions:
Releasing unexpected opponents or creatures to challenge the fighters.

Introducing sudden barriers or traps to complicate the battle.

Providing quick exits for fighters in cases of emergency or when dramatic escapes are part of the performance.

Like the trapdoors, hidden compartments are embedded within the stone floor, often covered by removable tiles. These compartments vary in size and shape, depending on their intended use.

These compartments are designed to be easily accessible when triggered. Some open manually, while others are connected to the arena’s control system for remote activation.

The hidden compartments add an element of unpredictability to the fights:

Storing weapons and equipment that fighters can access during the battle, adding an element of strategy and resourcefulness.
Housing devices for special effects, such as smoke machines, fire jets, or other theatrical elements to enhance the spectacle.

Concealing unexpected items or challenges, such as traps, obstacles, or even small creatures that can be released to create chaos.

The floor includes a hidden drainage system to handle blood, water, and other fluids. This ensures the surface remains relatively clean and safe for combat.

The modular nature of the floor tiles and compartments allows the arena to be reconfigured for different types of events, from standard duels to more elaborate and staged battles.

Built-in lighting mechanisms, often magical in nature, can be activated to highlight specific areas of the floor, creating dramatic effects and focusing the audience’s attention during key moments.

The crowd here is a mix of elite patrons, betting enthusiasts, and die-hard fans of bloodsports. The atmosphere is tense and electrifying, with a palpable sense of danger.

The announcer is a striking figure, designed to captivate the audience’s attention the moment he steps into view.
His persona is larger-than-life, exuding confidence and charisma, wearing a richly adorned outfit, combining elements of traditional Eastruins fashion with theatrical flair.

His attire includes:
A long, flowing cape made from luxurious fabric, often embroidered with gold threads and an inner lining of vibrant colors that flash as he moves.
A fitted, high-collared jacket adorned with intricate patterns and jewels. The jacket is designed to sparkle under the arena lights, drawing all eyes to him.
Knee-high boots made of polished leather, with decorative buckles and metal accents that clink softly as he moves.
The outfit is complemented with dramatic accessories such as a wide-brimmed hat with a feather, ornate gloves, and a jeweled belt. He carries cane, adding to his commanding presence.

When introducing fighters, he provides colorful and often exaggerated backstories, highlighting their skills, previous victories, and dramatic rivalries. Each introduction is a mini-performance, complete with gestures and flourishes.

The fights in The Coliseum are more varied, featuring both traditional duels and elaborate bloodsports with multiple fighters. There are also scheduled events featuring exotic creatures and themed battles, keeping the audience engaged and entertained.

The bookies in The Coliseum are more sophisticated, using ledgers and assistants to manage the bets. They operate from designated booths, ensuring a smooth betting process.

The betting here is more structured, with higher stakes and more complex betting options. Patrons can place bets on everything from individual match outcomes to long-term tournaments and fighter rankings.

The Coliseum offers VIP lounges for wealthy patrons, complete with refreshments and private viewing areas.

There are basic medical facilities on-site to treat injured fighters, although the care is often rough and ready.

Beneath the arena, there are training areas where fighters prepare for their bouts, honing their skills and strategies.

---

At The Coliseum

The Coliseum stands more imposing, its stone facade reflecting the flickering light of torches. The crowd here is orderly but just as eager for the night's entertainment.

Guards at the gate recognize Knight Three’s intent and, after a brief hesitation, allow him passage.

The entrance hall of The Coliseum is grander, with banners and flags adorning the walls. The atmosphere is tense with anticipation.

Knight Three moves swiftly, guided by the sound of the crowd’s cheers and the distant clash of weapons.

The atmosphere in The Coliseum is electric, the crowd eagerly awaiting the next spectacle. The tiered seating is packed with spectators, from affluent patrons in VIP sections to rowdy fans in the higher tiers. The air is filled with the scent of sweat, blood, and anticipation.

The announcer, a flamboyant figure in elaborate attire, steps forward to address the crowd. "Ladies and gentlemen, we have a special challenge tonight!

The crowd buzzes with excitement and curiosity. Many have seen Knight Three’s acts of magically healing, but few have witnessed his combat prowess.

Knight Three (stepping into the ring, his demeanor calm and focused), "I’m here to test myself. Who will accept my challenge?"

A burly, seasoned fighter steps forward. Known as "The Bear," he is a local favorite with a reputation for brute strength and relentless aggression. The crowd cheers loudly for him.

The Bear smirks as he sizes up Knight Three, clearly underestimating him due to his reputation as a healer.

"Ladies and gentlemen, let the fight begin!"

The bell rings, and The Bear charges forward, attempting to use his size and strength to overpower Knight Three. Knight Three, however, remains calm and collected, quickly analyzing his opponent’s movements.

As The Bear throws a heavy punch, Knight Three expertly dodges, closing the distance and taking the fight to the ground. He swiftly maneuvers into a dominant position.

Within seconds, Knight Three secures an armbar, his technique flawless. The Bear, despite his strength, finds himself helpless against the precise and practiced movements of Knight Three.

The Bear struggles briefly, but the pain and pressure force him to tap out. The entire sequence lasts less than 30 seconds, leaving the crowd in stunned silence.

The silence quickly turns into a roar of astonished applause. The spectators, both surprised and impressed by the swift and decisive victory, cheer loudly for Knight Three.

Announcer (voice booming), "Incredible! He has won the fight in record time! Let’s hear it for the victor!"

Knight Three helps The Bear to his feet, offering a respectful nod. "Well fought. Thank you for the challenge."

The Bear, still catching his breath.

Knight Three approaches the fallen fighter, his hands glowing as he casts "Heal Wounds" and "Cure Illness." The wounds close, and the fighter’s labored breathing eases into a steady rhythm.

A “Cleanse” spell freshens him up.

The healed fighter, still groggy but visibly better, mutters a heartfelt thank you.

Knight Three and his bodyguard exit The Coliseum.
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Re: Mystic Knight Merc Squad

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C.F.Q.C. Breaking News Broadcast

The studio of the C.F.Q.C. is buzzing with activity. Producers and technicians scramble to prepare for an urgent broadcast. The lead anchor, Marie Ducharme, sits at the desk, adjusting her earpiece and reviewing the latest information.

The C.F.Q.C. theme music plays briefly, then fades out as the camera zooms in on Marie, who looks into the lens with a serious expression.

Marie Ducharme, "Good evening, Free Quebec. This is Marie Ducharme with an urgent breaking news report. Forces from the Coalition States, Lazlo, Mercenaries, Psi-Stalkers, Tolkeen, and Tundra Rangers, though working independently, have collectively achieved a devastating victory against the Xiticix.
The Hive Queens have been destroyed.
However, this victory has unleashed a new wave of chaos. Reports of a mass Xiticix diaspora are flooding in. These maddened insects are attacking every humanoid and settlement they encounter, spreading terror across Canada, Iron Heart, and Minnesota.
“Military forces are falling back to their home territories to defend. Experts believe the only war left to be fought is a defensive one. The current generation of Xiticix are expected to die off without their queens to lay more eggs. This is the Xiticix's last act of revenge against non-Xiticix life; they would have eaten or killed; us."

Reports from the Field
Marie: "We have received direct reports from various fronts. Let's start with the Tundra Rangers. Our correspondent Jacques Tremblay has the latest. Jacques?"

Jacques Tremblay (on-screen, standing in a snowy field): "Marie, the situation here is dire. The Tundra Rangers report that the Xiticix are so frenzied, they are even attacking Saskatchewan. This unexpected turn has created chaos among the demon ranks, but it has also led to significant destruction across the tundra."

Marie: "Thank you, Jacques. We now turn to Iron Heart, where the military response has been swift and fierce. Sophie Dubois has more. Sophie?"

Sophie Dubois (via video call, with sounds of combat in the background): "Marie, Iron Heart's forces are engaging the Xiticix with 50,000 service members including Skel-Bots and the nation's loyal Psi-Stalkers, in an attempt to push back the invaders. The situation is fluid, and the borders are under constant threat. The Skel-Bots are proving effective, but the sheer number of Xiticix makes this a grueling battle.
"It is a crime that 100,000 of Iron Heart's troops are fight against Free Quebec's freedom instead of for the lives of their own people against the Xiticix. What does that say about them?"
"Yet despite the widespread chaos, the Coalition State continues its invasion against our noble Freedom loving State of Free Quebec. Their campaign of oppression persist, diverting resources and attention from the real threat. While they leave the D-Bee loving, Magic wielding, and supernatural associating Kingdom of Tolkeen to themselves."

Coalition State's Struggles
Marie: "We have troubling news from the Coalition States as well. The forts of Barron and Perrion have been overrun and are feared lost. The Coalition's efforts to reclaim these positions are ongoing but face significant challenges. Our reporter Elise Lavoie is near Fort Barron. Elise, what can you tell us?"

Elise Lavoie (on-screen, with smoke rising in the background): "Marie, the scene here is one of devastation. The fort has fallen silent, and there are no signs of survivors. The Coalition troops are regrouping, but the loss of these forts represents a critical blow to their defensive lines."

Tolkeen's Defense
Marie: "Meanwhile, Tolkeen has managed to defend itself using advanced magical defenses. We have a statement from Tolkeen's spokesperson."

Spokesperson for Tolkeen (recorded message): "Our city remains secure behind a powerful ley line force field, allowing us time to prepare our military response. We stand ready to repel the Xiticix and protect our citizens."

Free Quebec's Position
Marie: "Joining us now is political analyst Marc-André Leclerc to discuss the implications of these developments. Marc-André, how does this affect Free Quebec and the broader geopolitical landscape?"

Marc-André Leclerc (via video call): "Marie, the Xiticix diaspora adds another layer of complexity to an already volatile situation. Free Quebec must bolster its defenses against potential Xiticix incursions. The Coalition's focus on our state rather than addressing this new threat reveals their misguided priorities. This could be an opportunity for Free Quebec to demonstrate its strength on the international stage."

Marie: "Thank you, Marc-André. As we face this new crisis, the unity of Free Quebec will be more crucial than ever. We will continue to bring you the latest updates as this situation unfolds. Stay safe and stay informed. This is Marie Ducharme for C.F.Q.C., signing off."
Last edited by darthauthor on Wed Jul 24, 2024 9:58 pm, edited 1 time in total.
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Re: Mystic Knight Merc Squad

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Location: Old Bones

Knight Four, a master of disguise and subterfuge, stands in a dimly lit backroom of a shady tavern in Old Bones. The walls are lined with wanted posters and bounty notices. Among them, a particularly lucrative bounty catches his eye: Colonel Alex Flint.

Knight Four examines the details, his eyes narrowing as he considers the job. "Half a day’s work for a significant payout," he mutters to himself.

He accepts the bounty.
The handler hands him a map and coordinates for the pick-up point where he is to transport Flint to a safe destination in Free Quebec. As part of the terms of the bounty he is given a uniform to impersonate the Colonel.

Knight Four spends the next few minutes preparing his disguise. He puts on the clothes that match Flint’s typical attire—a Coalition officer’s uniform with specific insignia. Using pictures and video footage of Flint, he mimics his appearance. Once satisfied with his disguise, he contacts his Merc pilot and heads to the pick-up location.

---

As the helicopter ascends into the sky, Knight Four sits in the back, maintaining his disguise as Colonel Flint. The pilot, a trusted ally, navigates the coordinates given. Suddenly, the pilot’s voice crackles through the intercom.

Pilot: "Sir, we’ve got multiple aircraft in the vicinity. Looks like everyone’s out to get Flint."

Knight Four: "Keep us on course. Those other aircraft are just distractions. Focus on getting us to the coordinates."

The Drop Point

The helicopter descends into a dense forest clearing, the rotor blades whipping up leaves and dust. As they land, Knight Four steps out, scanning the surroundings. The only sounds are the distant rustling of leaves and the unmistakable approach of other bounty hunters.

Knight Four: (His Sixth Sense going off, he whispers into his comm) "We’ve got company."

He moves silently through the trees, finding cover behind a large oak. The other bounty hunters, armed and ready, begin targeting the helicopter, mistaking it for Flint’s transport.

With calculated precision, Knight Four springs into action. He moves silently, his close-quarters combat skills were challenged. One by one, he takes down the bounty hunters with swift, lethal efficiency. A throat cut here, a neck snapped there—each move executed flawlessly.

Knight Four: (breathing heavily but calm) "Clear the area. We need to move now."

The Escape

Knight Four and the pilot scramble back into the helicopter just as more bounty hunters arrive. The pilot lifts off, but the retreat is short-lived as a Coalition Military attack helicopter emerges from the treeline, its weapons systems locking onto them.

Pilot: "Hold on! This is gonna get rough."

The skies erupt into chaos. The Coalition helicopter opens fire, its rounds narrowly missing Knight Four’s helicopter. The pilot performs evasive maneuvers, weaving through the air to avoid the incoming fire.

Knight Four: "Return fire! Keep us alive!"

The pilot fires back, the helicopter’s guns blazing. The two aircraft engage in a deadly dance, each trying to outmaneuver the other. After several tense minutes, Knight Four and his crew fires several shots and finally manages to land a critical hit on the Coalition chopper, sending it spiraling out of control.

Pilot: "We did it! We’re clear!"

Knight Four: (relieved) "Good work. Let’s get back to Old Bones."

The helicopter, battered but functional, makes its way back to Old Bones. As they land, Knight Four steps out, shedding his disguise. He’s accomplished his mission—though not the one he initially signed up to do. He was a distraction for the CS or other bounty hunters; the coordinates were never to the real Colonel Flint.

Knight Four: "The contract’s stated terms are for payment on delivery."

(A quick use of “Remote Viewing” reveals Colonel Flint to be in Free Quebec being debriefed.)
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Re: Mystic Knight Merc Squad

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Location: Old Bones

Knight Four sits in a dimly lit room in Old Bones, the air thick with the scent of old wood and mystery. His recent adventure has left him weary, but alert. The communicator on the table beeps, signaling an incoming message.
Knight Four, (answering)

Bounty Contact: "We’ve reviewed your efforts and have decided to offer you a form of compensation. We believe you’ll find it valuable. You and a few of your men will need to fly to an undisclosed location. Do you accept?"

Knight Four, "Consider it accepted. Send me the coordinates."

Preparing for the Journey

Knight Four quickly assembles his human Mercs around him. Radios Knight Four briefing him. They gather their gear and prepare for the unknown journey ahead.

Aiden: "What do you think this compensation is?"

Knight Four, "We’ll find out soon enough. Stay sharp."

The helicopter takes off from Old Bones, its destination a mystery even to the seasoned men aboard.

---The Flight---

The journey is smooth but filled with tension. The landscape below shifts from urban sprawl to dense, uncharted forest. The coordinates lead them to a remote area within the vast Hudson Forest.

Pilot, "We’re approaching the coordinates. Get ready."

Arrival at the Secret Location

The helicopter descends through a break in the canopy, revealing a hidden base teeming with activity. Knight Four and his team step out, their eyes wide with surprise. Before them stands a sprawling training camp, bustling with a mixture of 10,000 Free Quebec military personnel.

---Sabotage School---

A senior officer approaches, his uniform crisp and decorated with various insignias.

Senior Officer: "Welcome to our Sabotage School."

Knight Four, "I wasn’t expecting this."

The camp is a hive of activity, with soldiers undergoing intense training in various forms of sabotage. From explosives handling to covert operations, every aspect of sabotage is being meticulously taught.

Senior Officer: "Follow me. I’ll give you an overview of the program."

Under the Canopy of Trees

The entire camp is shrouded under a dense canopy of trees, providing both cover and a sense of isolation.

Senior Officer: "This is where our best come to refresh, refine their skills and share their personal experiences. You’ll find this training invaluable."

Knight Four: "What’s the schedule?"

Senior Officer: "We already started. Intense, immersive training in all aspects of sabotage. Self-sufficency are what matter in the field, so that is they way we do it. Instructors are all around you leading classes. Hope in."

The Training Begins

As dawn breaks, they join the thousands of soldiers in rigorous training sessions. They learn to set traps, disable enemy equipment, and conduct covert missions with precision.

Instructor: "Remember, sabotage is as much about stealth and cunning as it is about technical skill. You must be invisible, but your impact must be felt."

Knight Four: (to his team) "Pay attention. This is the kind of training that defeat superior numbers or opponents."

Immersive Experience

The training focuses on empowering individual soldiers and small units to operate independently. This decentralization of command means that even if a unit loses contact with higher headquarters, it can continue to execute its mission effectively. Each soldier is trained to be self-sufficient, capable of making critical decisions on the fly.
Free Quebec’s strategy relies on asymmetric warfare. Rather than confronting the Coalition's superior numbers and firepower head-on, they aim to disrupt and dismantle their operations piece by piece. This approach ties up large Coalition forces, forcing them to deal with multiple, simultaneous threats that spread them thin.

Days blend into nights as the training intensifies.

Aiden. "I’ve learned more in these few weeks than in years of field work."

Knight Four, "That’s the point."

Days blend into nights as the training intensifies. Knight Four and his team find themselves pushed to their limits but also see their skills honed to razor-sharp precision. The camp hosts a diverse array of Quebec soldiers, from simple infantry to Glitter Boy and SAMAS pilots, vehicle drivers, cyborgs, and combat specialists.

Then one day…

Suddenly, Knight Four's Sixth Sense kicks in, and he feels danger approaching. He shouts to the camp and into his radio that an attack will happen soon. Then he races to his helicopter.

Knight Four, "Everyone, take cover! Incoming attack!"

The Attack

A wing Talon Stealth fighters makes the first strike, capitalizing on the element of surprise and showering the area with long-range missiles and mini-missiles. CSN Dagger Fighter-Bombers follow up by dropping their cluster bombs all over the area.

The Coalition's strike is devastating, thousands die in the bombing. Coalition State ground forces, advance upon them with heavy air support.

Knight Four and his team retreat to their helicopter amid the chaos.

Knight Four, "Get us out of here, now!"

Aerial Pursuit

The interior of the helicopter's cramped space is lit by red emergency lights.

Knight Four, his team, and a few Free Quebec military are strapped in, their faces set with a hint of fear.

Pilot (urgently), "We are going down!"

The helicopter shudders violently as smoke and flames begin to pour from one of the engines. The acrid smell of burning fuel fills the cabin, making it hard to breathe.

Knight Four, "Everyone, get ready to jump!"

The team uses their Tattoo parachutes.

The helicopter is losing altitude rapidly, skimming the tops of dense trees. The ground is a blur of green and brown. Knight Four throws open the side door, the rush of wind blasting into the cabin.

Knight Four, "Go, go, go!"

One by one, the team leaps from the doomed aircraft into the void. The sensation of freefall is immediate and disorienting. The wind roars past them, and the distant sound of the helicopter’s engines fades.

The Merc Soldiers pull their ripcords.
Their parachute deploys with a sudden, jarring force that snaps them upright.
The world slows down as they drift downward, the canopy above them a stark white contrast against the darkening sky.

Knight Four stays behind momentarily with the men he order to give up their tattoo parachutes to Free Quebec service members.

He throws out his men jumping with them.
While falling he casts the spell of "Freefall" on them and himself.

As they fall, he feels the usual rush of wind against his face, until he reaches terminal velocity.

Below, the landscape is a mix of dense forest and the occasional open space. The other team members’ parachutes dot the sky, all navigating towards the safest landing spots they can find.

In the Distance

The crippled helicopter continues its downward spiral, plummeting towards the earth. It crashes through the forest, smashing through trees and undergrowth until it collides with a Coalition Mark V Armored Personnel Carrier (APC) parked in a small clearing.

The impact triggers a massive explosion. The force of the blast sends a shockwave through the forest, and a fireball erupts into the sky, visible even through the thick canopy. The APC, heavily armored and bristling with weapons, is torn apart by the explosion.

The sound of the explosion is deafening, a thunderous roar that reverberates through the forest. The scent of burning metal and fuel fills the air, mixing with the earthy smell of the forest.

Below, the forest canopy approaches rapidly, his heart skips a beat. He HURLS through the treetops, brushing against leaves and branches without the usual impact.

THUD!

He picks himself off the ground, the spell absorbing all the force of his fall.
Standing up, he is breathing deeply, the fear and intensity of it all has wiped him out.
He'd wet himself.
(looking around)
"Perfect landing. Now, where are the others?"

He sees his team members scattered around, struggling with their parachutes caught in branches or landing awkwardly.

Aiden, "Over here! I’m stuck!"

Knight Four, "Hang tight. I’m coming. Wait. Turn your tattoo OFF."

Holding on to the tree the parachute disappears and Aiden is left out on a limb. He climbs down.

The team gathers, some limping, others helping their comrades.

Free Quebec soldier, "That was close.”

Knight Four, “Sound off and check each other for injuries. Next, we need to get out of here. The explosion will attract attention."

With the immediate threat behind them, Knight Four leads his team through the dense forest, using the shadows for cover. The distant sounds of firefights as they put distance between themselves and the crash site.

Knight Four (thinking), We’ll make it back. We have to.

They disappear into the forest.
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Re: Mystic Knight Merc Squad

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Location: The Dense Forest

The sun is high in the sky, casting a warm, golden light through the thick canopy. The forest is alive with the sounds of birds chirping, insects buzzing, and leaves rustling in the gentle breeze.

Knight Four and his team are deep within this vibrant yet concealing environment, determined to evade any Coalition forces that might be on their trail.

Knight Four, "Stick to the dense cover. Move quietly and watch your step."

The team moves cautiously through the thick underbrush, each step deliberate and silent. The dense foliage offers natural camouflage, and they make sure to stay under the cover of trees and tall bushes, avoiding open areas where they could be easily spotted.

Aiden, "I see a clearing ahead."

Knight Four, "We’ll go around. Stay in the shadows."

They navigate around the clearing, sticking to the denser parts of the forest. The sun creates a dappled pattern of light and shadow on the forest floor, which they use to their advantage, blending in with their surroundings.

Traveling Smart

Knight Four, "We’ll rest during the day and move at night. Find a good spot to hide."

The team finds a concealed spot among a cluster of large boulders and dense thickets. They carefully clear away any signs of their presence, ensuring they leave no trace. They settle in, using natural materials to further camouflage their hiding spot.

Brown: "I’ll keep watch. We need to make sure no one stumbles upon us."

Knight Four, "Good. Rotate every hour. Stay alert."

Disguise and Deception

Before settling down to rest, they take time to camouflage themselves. They smear mud on their faces and gear, adding leaves and branches to their clothing to blend seamlessly with the forest environment.

Knight Four, "We need to create a false trail. Make it look like we went east."

Quebec Soldier: "Got it. I’ll break some branches and leave some footprints leading that way."

The team works quickly and quietly to create a misleading trail. They break branches, disturb the underbrush, and leave subtle signs that they moved in a different direction. Once satisfied, they return to their hiding spot.

Silent Communication

Knight Four (whispering), "Hand signals only from now on. No noise."

They communicate through a series of pre-agreed hand signals, pointing out potential dangers and directing each other’s movements. This silent communication ensures they remain undetected by any passing patrols.

Charlie (signals) "Movement ahead."

Knight Four, (signals) "Hold."

Minimal Impact

As they move, they make sure to leave no trace. They brush away footprints, scatter leaves to cover their tracks, and avoid breaking branches or disturbing the natural environment. Every step is calculated to ensure they remain invisible.

Knight Four, "Leave nothing behind. Not even a footprint."

Aiden, "We’ll make it look like we were never here."

Strategic Withdraw

Knight Four, "Always have an escape route in mind. We move if we see any sign of the enemy."

They each identify multiple escape routes, familiarizing themselves with the terrain to ensure they can quickly and safely retreat if needed. The dense forest offers numerous hiding spots and pathways to evade capture.

Charlie, "If we’re spotted, we head west. There’s a stream that way to cover our tracks."

Knight Four: "Memorize the routes."

They move with extreme caution, prioritizing stealth and evasion over confrontation. The team is prepared to fight if necessary, but their primary goal is to avoid detection and keep moving towards safety.

Quebec Soldier, "Patrol ahead."

Knight Four: "Stay hidden."

They hunker down, blending into the surroundings and waiting for the patrol to move on.
Talking with the Free Quebec service members they know the woods well. They can lead them to the nearest patrol route of their fellow Free Quebec soldiers. It will take at least a week or two practicing their evasion techniques.
They will have to live off the land until they get to that location.
The alternative is to go back for their Quebec brothers.
The problem is their lack of resources.
While the CS outnumbers them.

---

The forest is a vibrant and dynamic environment, teeming with life and bathed in the golden light of late morning. The air is fresh and crisp, carrying the scent of pine needles, wildflowers, and damp earth. The warmth of the sun filters through the trees, creating a pleasant and inviting atmosphere.

A symphony of daytime sounds fills the forest. Birds chirp and sing from their perches in the canopy, their calls creating a lively and melodic background. The gentle rustling of leaves is accompanied by the occasional snap of twigs underfoot as small animals move through the underbrush. Insects buzz and hum, and the distant sound of a flowing stream adds a soothing undertone to the lively chorus.

The forest is illuminated by the bright sunlight streaming through the gaps in the canopy. Sunbeams create dappled patterns on the forest floor, highlighting the rich green foliage and casting playful shadows. The interplay of light and shadow brings out the vibrant colors of the forest—emerald leaves, earthy browns, and the occasional splash of colorful wildflowers.

The trees stand tall and majestic, their leaves rustling gently in the light breeze. Sunlight filters through the leaves, casting a warm, golden glow that creates a serene and welcoming environment. The bark of the trees, rough and textured, is dappled with patches of sunlight, adding to the natural beauty of the scene.

The forest floor is a lush tapestry of greenery. Ferns, bushes, and wildflowers thrive in the light, creating a dense undergrowth that is both beautiful and alive with activity. Moss-covered rocks and fallen logs add to the rich texture of the landscape, providing homes for various small creatures.

Butterflies flutter through the air, their delicate wings catching the sunlight as they move from flower to flower. Bees buzz industriously around clusters of blooms, collecting nectar. Occasionally, a dragonfly zips past, its iridescent body shimmering in the light.

Knight Four and his team move confidently through the forest in the clear light of day. Their footsteps are careful but steady as they navigate the visible terrain. The team stays close together, their eyes scanning their surroundings for any signs of danger or opportunity.

As they advance, the team encounters various forest creatures going about their day. A family of deer grazes quietly in a sunlit clearing, their ears twitching at the sound of the approaching team. Squirrels scamper up trees, and a woodpecker taps rhythmically on a distant trunk.

The thick canopy of leaves overhead blocks out most of the moonlight, casting deep shadows across the forest floor. The air is cool and damp, filled with the earthy scent of moss, fallen leaves, and rich soil.

A symphony of night sounds fills the air. The distant hoot of an owl echoes through the trees, punctuated by the occasional rustle of small animals moving through the underbrush. The chirping of crickets provides a constant, rhythmic background, while the occasional croak of a frog adds to the nocturnal chorus. In the distance, the faint sound of a stream can be heard, its gentle babbling soothing against the darker tones of the forest.

The darkness is nearly complete, but the keen eyes of the nocturnal creatures can see the subtle details. A few slivers of moonlight manage to pierce through the dense canopy, creating sporadic patches of silvery light on the ground. These beams highlight the uneven terrain, with its gnarled roots, scattered rocks, and thick undergrowth.

The trees are tall and imposing, their trunks thick and covered in rough bark. Some trees are so ancient and large that their roots snake across the ground like massive, twisted serpents. The branches above intertwine, creating a dense network that sways gently with the night breeze, producing a soft, whispering sound.

The forest floor is a tangled mess of plants and underbrush. Ferns and bushes form dense thickets, while vines hang down from the trees, adding to the sense of enclosure. Here and there, clusters of mushrooms grow, their pale caps glowing faintly in the dim light.

Fireflies dance through the air, their bioluminescent bodies creating tiny, floating lights that flicker on and off. Occasionally, a mosquito buzzes by, searching for its next meal, its high-pitched whine briefly cutting through the ambient sounds.

Knight Four and his team move cautiously through this shadowy landscape. Their footsteps are soft and deliberate, barely making a sound as they navigate the uneven ground. They stay close together, their eyes scanning the darkness for any signs of movement.

As they advance, the team occasionally startles small nocturnal creatures. A rabbit dashes across their path, disappearing into the underbrush with barely a sound. In the trees above, an owl watches silently, its large eyes reflecting the faint light.
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Re: Mystic Knight Merc Squad

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The next Day:

0600 - 0700:
Wake up at first light, conduct a quick perimeter check
Climbing up trees they poach some eggs from the nests of a few birds.
Eat a light breakfast (from any edible fruits and plants they can find / Identify Plants & Fruits),
Dowsing to find water. The Free Quebec guys cuts some vines and drink from them.
Start a fire and boil it in their stainless steel canteens.
Prepare gear quietly and efficiently.
Ensure readiness for the day’s travel while avoiding detection.

0700 - 1100:
Begin traveling at a steady pace, with the knowledgeable members leading and using the compass for direction. Utilize natural cover and maintain silence. Stay vigilant for signs of scouts and potential food and water sources.

Cover an average of 4 miles (6.4 km) in 4 hours, minimize noise and visible tracks.

1100 - 1200
Find a concealed spot to rest. Hydrate.
Knight Four gets impatient.
He secretly "Create Water" without the Free Quebec soldiers seeing him.
Lies about boiling water.
Casts Sustain on himself and his men.
Check surroundings for scouts and reassess the route using known landmarks and compass.
Avoid exhaustion, maintain awareness, and stay nourished.

1200 - 1600:
Continue traveling with caution. Follow the route based on geographic knowledge and compass readings.
Look for potential water sources to refill canteens.
Cover another 4 miles (6.4 km)

1600 - 1700:
Similar to the previous rest period.
Find a safe spot to rest, hydrate, and eat.
Conduct a more thorough check of surroundings, utilizing paramedic skills to treat any minor injuries or check for health issues.
Plan the evening travel route.

1700 - 1900:
Continue traveling as the sun begins to set, using the fading light to your advantage to remain less visible.
Cover 2 miles.

1900 - 2000:
Find a concealed location to set up a temporary camp.
Construct a minimal footprint shelter.
Ensure the camp is hidden from scouts.

2000 - 2100:
Prepare a quick, quiet dinner from any available resources.
Hydrate the Free Quebec soldiers thoroughly.

2100 - 2200:
Conduct a final check of the surroundings, listen for unusual sounds, and plan the route for the next day.
Ensure all equipment is ready.
Prepare mentally and physically for the following day.

2200 - 0600:
Sleep lightly with short periods of wakefulness to check surroundings. Use natural cover and maintain silence.

They covered a monster distance of 10 miles (16 km) of untamed wilderness.

The Free Quebec men are exhausted.
They have to slow down for them and go at their pace.
Plus they can't see at night.
Knight Four and his men have high physical energy levels via the "Sustain" spell.

They feel real ready though from their recent training.

When he has a chance and the energy, Knight Four secretly recharges his men's E-clips.
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: The Hudson Forest

Mutant Felines from Lone Star are ordered to hunt those who escaped.

---

The dense forest in Quebec is lush and vibrant. The canopy above is a tapestry of green leaves, casting dappled sunlight onto the forest floor. The air is thick with the scents of pine, damp earth, and blooming wildflowers. The sound of rustling leaves and distant bird calls fills the air, blending into the rhythmic cadence of the forest.

Orion's sharp eyes scan the underbrush, noticing the subtle signs of passage that the humans left behind. Broken twigs, bent grasses, and scuffed earth form a trail that is clear to his expert gaze. The forest stretches endlessly, but to Orion, each deviation in the natural pattern is a clue. His 220-degree vision allows him to catch movements and shapes from the corners of his eyes, ensuring that nothing escapes his notice.

The air is rich with scents, each one telling a different story. The humans scent is faint but discernible amid the myriad forest odors. It carries a trace of sweat and the synthetic tang of their gear. Orion’s nose flares as he inhales deeply, separating the fresh, clean smell of the forest from the acrid human odor that stands out like a beacon.

The forest is alive with sounds, but Orion filters out the ambient noise to focus on what matters. The faint rustle of leaves and the distant snap of a twig underfoot reach his ears, signaling the mens presence. The whispers of his fellow Battle Cats, communicating through low growls and purrs, provide a constant update on their positions and findings.

Orion moves with silent grace, his paws barely making a sound on the forest floor. He feels the soft moss underfoot, the rough bark of trees as he brushes past, and the occasional cool splash of water from a hidden stream. His powerful muscles ripple under his fur, ready to spring into action at a moment's notice.

The air carries a taste of freshness and life. Occasionally, Orion flicks his tongue out to taste the air, reaffirming the scent trails. The faint metallic tang of impending rain mingles with the earthy flavors, adding another layer to his sensory map.

Orion’s mind is focused, a blend of instinct and strategy. The humans have a head start, but their trail is clear. They underestimate the keen senses and experience of their feline pursuers. Orion pauses, signaling his team with a low growl. They spread out in a coordinated pattern, each Battle Cat taking a position that maximizes their strengths.

Orion thinks of the hunt as a game, a deadly one, but a game nonetheless. His claws flex in anticipation, ready to strike when the time comes. He feels a thrill coursing through him, a primal joy in the chase. The forest is his domain, and within it, he is king.

As they move deeper into the forest, Orion catches a stronger scent—sweat mixed with fear. The men are closer than he expected. He signals his team to close in. The hunt is reaching its climax, and Orion can already visualize the moment they will catch their prey.

The forest, once a tranquil haven, will soon be his kill box.

Orion leads his Battle Cats forward, silent and deadly, as the distance between predator and prey shrinks with each passing moment.

---

The forest is cloaked in darkness, the moon casting a silvery glow through the canopy. Orion and his Battle Cats move with silent precision, their eyes glowing faintly in the dim light. Every rustle of leaves, every distant chirp, is a reminder of the life teeming around them, yet their focus is singular.

Orion leads his team closer, the scent of the Free Quebec soldiers growing stronger.

He signals a halt, and they spread out, encircling their prey. In the darkness, the humans' attempts at concealment are futile against the enhanced senses of the Battle Cats.

Orion waits, muscles coiled, eyes locked on the faint shapes of the men resting, unaware of the danger closing in.

With a final, silent command, they move as shadows, swift and deadly, closing the distance in an instant.

---

The dense forest in Quebec is thick with foliage, casting long shadows under the faint moonlight. The air is cool and filled with the earthy scent of damp leaves and pine. The forest is alive with the sounds of rustling leaves and distant animal calls, creating a deceptive sense of tranquility.

Sergeant Cole (Night watch) stands guard. His eyes scan the forest's edge, the pale light of the moon barely penetrating the dense canopy.

The forest is a symphony of night sounds—crickets chirping, leaves rustling, and the distant hoot of an owl. But Cole’s ears are attuned to any out-of-place sound. The crunch of leaves or the snap of a twig could signal an approaching threat. He hears his own breathing, steady and controlled, as he focuses on the task at hand.

The cool night air carries the scents of pine, wet earth, and the faint metallic tang of his own sweat. Cole takes a deep breath, trying to calm his nerves and stay alert.

His fingers grip the rifle tightly, the cold metal a reassuring presence. The weight of the body armor presses against his shoulders, a constant reminder of the danger they face. He feels the rough bark of a tree as he leans against it for cover, its texture grounding him in the moment.

He shifts his position slightly, scanning the forest again. The rest of his team is resting lightly, their rifles within arm’s reach.

Suddenly, a faint rustle catches his attention. The sound is followed by another, closer this time. His heart rate quickens. He signals to the nearest mercenary with a series of hand gestures—possible contact, stay alert.

The forest seems to hold its breath. Then, the shadows leap from the underbrush, moving with terrifying speed. Claws flash, and Cole barely has time to raise his rifle before the first Battle Cat is upon them.

---

Orion leads the charge, his powerful form a blur of fur and muscle as he lunges at the nearest mercenary. His claws rake through the air, finding their mark on a human chest, tearing through the body armor. The mercenary falls with a cry, but the element of surprise is short-lived.

A shout pierces the night raising alarm.

The forest comes alive with the sound of rifle fire.
Sizzling through the air, some shots finding their mark in the dark.

---

“Contact! Contact!” Cole shouts, firing his rifle. The sharp crack of energy weapon fire pierces the night’s silence. The mercenary team scrambles to their feet, rifles at the ready. The Battle Cats are swift and lethal, their claws cutting through the air. Cole sees one of the creatures slash at a teammate, the body armor holding just long enough for the man to fire a shot in return.

Blasts fly in every direction.

He aims and fires, his shots finding their mark but not stopping their advance. One of the Battle Cats lunges at him, and he fires point-blank, the creature's armor taking the damage like it was nothing.

---

Orion, his senses heightened, adrenaline coursing through his veins, hears Nala get hit.

The guards are well-trained, reacting quickly to the attack.

The other men, roused from their light rest, scramble to their feet, rifles at the ready. Their numbers and firepower fill the night with the staccato of energy weapons fire and the roars and growls of the Battle Cats.

Orion and his team move with fluid grace, leveraging their agility and the darkness to their advantage.

They weave through the trees, closing the distance with terrifying speed.

Orion targets another mercenary, his claws slashing through the air finding his mark. His strength is superhuman. His claws cut steel. The man's body armor is no match for him.

---

Despite their efforts, the mercenaries are overwhelmed by the speed of the attack. Cole watches in horror as several of his comrades fall, their screams mingling with the growls and roars of the attackers.

---

The Battle Cats are outnumbered and the mercenaries' firepower takes a toll. Several Battle Cats armor is damaged. Orion sees one of his comrades fall, an energy blast piercing his flank, and a growl of fury escapes his throat. He knows they cannot sustain this assault for long.

The mercenaries, now fully alert and organized, form a defensive perimeter, their rifles trained on the shadows. The advantage of surprise has waned, and Orion realizes that a full victory is slipping out of reach. He signals a retreat, a low growl that his team understands instinctively.

---

Their leader, a massive feline with a tiger’s head, roars a command, and the creatures melt back into the forest’s shadows.

The energy weapons fire slows, then stops. The night is silent again, save for the ragged breathing of the wounded and the distant rustle of the retreating Battle Cats. Cole lowers his rifle, his body trembling with adrenaline.

The mercenaries, though their armor is damage and and themselves mentally shaken, hold their ground, wary of another attack. The night’s chaotic symphony quiets, leaving only the rustle of leaves and the distant calls of nocturnal creatures.

---

Reluctantly, the Battle Cats pull back, melting into the forest’s embrace. Orion leads the way, his keen senses alert for any signs of pursuit.

The mission is not a complete failure—they have inflicted damage and sown fear among the men—but it is far from the decisive victory he had hoped for. He leads his team to a safe distance, where they can regroup.

As dawn approaches, Orion reflects on the battle. The men are formidable, but he knows the forest better than they ever could.

The hunt is not over; it is merely postponed.

---

Sgt Cole tends to his comrades. Some of the men had their armor off to rest when the attack came.
Sargeant Aiden made quick use of his healing psionics to do surgery and save them.

He knows this is far from over. The forest may be quiet now, but the hunt continues, and next time, they must be even more prepared.
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: Quebec Forest

The dense forest in Quebec is alive with the vibrant colors and sounds. The thick canopy of green leaves allows dappled sunlight to filter through, casting a mosaic of light and shadow on the forest floor. The air is fresh, filled with the scent of pine, damp earth, and the occasional bloom of wildflowers. Birds call to each other from the treetops, and the rustling of small animals in the underbrush is a constant backdrop.

The mercenaries move with disciplined precision, their footsteps nearly silent on the forest floor. Each soldier is alert, eyes scanning the surroundings for any sign of threat.

The two wounded are carried on makeshift stretchers, fashioned from sturdy branches and the soldiers’ jackets, the fabric taut and secure.

The soldiers rotate the duty of carrying the wounded, ensuring that no one is overly fatigued and everyone maintains a high level of energy.

As they march, small animals dart away at their approach, disappearing into the underbrush. Birds flutter from tree to tree, their songs a stark contrast to the tension among the men.

The forest is lush and green, with patches of wildflowers adding bursts of color to the landscape. The sunlight warms their backs as they move steadily forward.

Periodically, the group pauses for short breaks, allowing everyone to hydrate and rest briefly. The wounded are carefully tended to, ensuring their comfort and stability.

Hours Before Nightfall

The chosen campsite is a small clearing surrounded by dense trees and underbrush, providing natural cover and a defensible position.

A nearby stream offers fresh water, and the ground is relatively flat, ideal for setting up a temporary camp.

The mercenaries immediately set to work establishing a perimeter. They use natural materials to create barriers and fortifications.

Sharp stakes are fashioned from branches and set around the perimeter, angled outward to deter any attackers.

The wounded are placed in the center of the camp, sheltered and easy to monitor.

Makeshift shelters are erected around them, with sleeping areas arranged to allow for quick mobilization if needed.

Sentries are assigned to patrol the perimeter in shifts, ensuring that there are always eyes on the lookout.

The camp settles into a tense but calm routine. The sounds of the forest become more pronounced as night falls, with nocturnal creatures beginning their activities.

The soldiers movements are efficient and quiet.

Despite the day’s march, the energy levels of the mercenaries remain high, with the men feeling strong and ready for any potential threat.

Conversations are kept low and purposeful, focusing on preparations and plans for the night.

Final checks are made on weapons. Each soldier ensures their rifle is loaded and within easy reach.

Medics do one last round of the camp, checking on the wounded and making sure everyone has what they need for the night.



The forest in Quebec is cloaked in darkness, the moon hidden behind thick clouds. The mercenaries' camp, fortified, the campfires are low, casting eerie shadows on the makeshift barriers and defensive positions.

Every soldier is on high alert, eyes straining to pierce the darkness, ears tuned to the slightest sound. Their hearts beat steadily, the anticipation of an attack keeping their senses sharp.

The air is thick with tension, the only sounds being the occasional whisper between sentries and the natural nocturnal noises of the forest.

Sergeant Cole, perched on an elevated sentry post, catches the first sign of movement—a subtle shift in the shadows just beyond the tripwire alarms. He signals silently to his team, indicating the direction of the threat.

The mercenaries tense, fingers tightening on their triggers, eyes focusing on the darkness.

The Battle Cats move almost silently, their feline forms blending seamlessly with the surrounding forest. They inch closer, eyes glinting with predatory intent, muscles coiled for the attack.

The tripwire alarms suddenly clatter to life, the noise-makers rattling and flares igniting, casting brief flashes of light across the scene. The mercenaries spring into action, rifles aimed and ready.

A Battle Cat lunges through the underbrush, claws extended, aiming for a sentry post. The mercenary fires a burst from his rifle into the creature’s chest. With a guttural snarl, the Battle Cat falls.

Gunfire erupts around the camp, energy rifle shots mingling with the roars and growls of the attacking felines. The mercenaries hold their ground.

The mercenaries unleash bursts of fire, targeting the swift-moving shadows. The Battle Cats dart in and out of cover, but the fortified positions and overlapping fields of fire make it difficult for them to close in.

Sergeant Cole shouts commands, directing his men to concentrate fire where the enemy is thickest. The air is filled with the smell of ozone and the flashes of energy blasts.

One of the Battle Cats breaks through the outer defenses, charging towards the central command area. A trio of mercenaries, led by Cole, open fire in unison, the concentrated barrage bringing the creature down just feet from their position.
The fallen Battle Cat’s body drops.

Realizing the strength of the mercenaries defense, the remaining Battle Cats retreat into the forest, their forms melting into the shadows from whence they came.

The energy weapons fire gradually ceases, leaving the camp in a tense silence, broken only by the distant rustling of the retreating felines.

The mercenaries quickly check the perimeter, ensuring no attackers remain hidden. The makeshift alarms are reset, and the barriers checked for damage.

Cole and his men gather near the central command area, their faces grim but relieved. They have used all their ammo, but the defense held firm.

Despite the intensity of the attack, no mercenaries are seriously injured. A few have minor dents and scratches on their armor, scored by the Battle Cats claws.

Medics move among the men, providing quick assessments and tending to any minor wounds.

The successful defense boosts morale, the men exchanging nods and words of encouragement. They know they have repelled a dangerous foe.

Sergeant Cole addresses the group. They may have won this skirmish, but they are still deep in enemy territory.

The mercenaries, having successfully defended their camp against the Battle Cats, settle back into their watchful positions. The night remains quiet, but the tension lingers.
As dawn approaches, they prepare to continue their journey, determined to reach their base and report their survival.



Name: Orion

He’s a beast.

Passive Night-vision
Psionic Powers:
Intuitive Combat (10): 4 minutes (16 rounds)
Bonuses: +3 on initiative, + 1 to strike, +1 to parry, +4 to dodge.
Cannot be caught by surprise
+10% to abilities (balance, etc.) to Climb and Swim skills.
Sixth Sense (2)

Attribute:
I.Q. 13
M.E. 10
M.A. 14
P.S. 36 (Supernatural; 6d6 +4 M.D. Claws; 1D6x10 M.D. power punch (counts as two melee attacks).; carry 1,800 lbs, lift 3,600 lbs)
P.P. 20 +3
P.E. 30 (Supernatural; fatigues at half rate)
P.B. 16
Spd 40 running 27.25 mph (43.85 kph) (reduce by 10% when climbing).

Hit Points: 150
S.D.C.: 156
Height: 8 ft (2.4 m)
Weight: 480 lbs (217 kgs)

Nature: Super-predator! Built like a rock
+1D6 M.D. damage to bites, claws, kicks, and punches.
Mean tempered, quick to brawl (loves combat), and is incredibly
aggressive, strong willed, defiant and independent.
+4 to save vs disease (immune to normal diseases and poison)
+12 to save vs horror factor,

Leap 30 feet (9 m) across or 15 feet (4.6 m) up into the air from a standing Roar can be heard up to 1.5 miles (2 km) away.

Natural swimmer (86% skill proficiency),
Resistant to cold (does half damage).

Speaks American at 98%
Basic Math: 80%
Radio: Basic: 90%
Acrobatics
Climbing: 95%
Running
Prowl: 82%
Track Animals: 85% / 95%.
Track Humanoids: 85%
Land Navigation: 84%
Wilderness Survival: 85%
W.P. Knife (Vibro-Blade)
W.P. Energy Rifle
W.P. Targeting
Hand to Hand: 8th level Assassin & Boxing & Tiger Bonuses
10 Hand to Hand attacks per melee round.
+8 to strike.
+7 on initiative
Karate Punch (2D4 damage)
Karate Kick (2D6 damage)
+4 to damage on all physical
+ 1 to strike with a thrown weapon.
Armor Rating: 12; attacker must roll above the A.R. to inflict
hit point/S.D.C. damage
+11 to parry
+9 to dodge
+2 to entangle
Knockout/stun on an unmodified roll of 17-20
Leap kick (3D8 damage, but counts as two melee attacks).
+ 1 to strike with guns

R.C.C. Related Skills:
Detect Ambush: 75%
Detect Concealment: 70%
Outdoorsmanship
Tailing: 75%

3rd: Martial Expert Advanced Training
Boxing
W.P. Blunt
W.P. Sword
W.P. Paired Weapons

Secondary Skills:
Camouflage: 70%
Dowsing: 65%
Fasting: 75%
First Aid: 80%
Fishing: 75%
Identify Plants & Fruit: 70%

2nd:
Cook: 65% (Game animals: 75%)
Lore: Demons & Monsters: 55%

4th:
Hunting
Whittling & Sculpting: 50%

8th:
Athletics (general)
Lore: Magic: 25%
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darthauthor
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Re: Mystic Knight Merc Squad

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News Radio Broadcast

---

[Sound of static, followed by the crackle of a microphone being adjusted.]

Announcer: Good evening, citizens of Free Quebec and listeners across the wilderness. This is Alain Dupont with the Free Quebec News Network, bringing you a special broadcast on this momentous day,

We have breaking news of a major military victory in our ongoing struggle against the Coalition States.

[Background sounds of a busy newsroom, muffled voices, and the occasional beep of equipment.]

Announcer: Today, the combined forces of the Free Quebec Army and the heroic Juicer Liberation Army have executed a stunning and successful counterattack against the Coalition States’ occupying forces. This marks the first significant joint operation between our military and the JLA, who have recently shifted their focus from the completed war against the Xiticix to aid us in our fight for freedom.

[Dramatic music swells briefly, then fades out.]

Announcer: Reports from the front lines indicate that the JLA, known for their superhuman capabilities and fearless combat tactics, launched a fierce assault on the Coalition’s rear flanks. Simultaneously, our brave soldiers, fortified with Glitter Boy power armor and advanced weaponry, engaged the enemy head-on, creating a pincer movement that overwhelmed the Coalition forces.

[Sound clip of gunfire and explosions, followed by cheering soldiers.]

Announcer: Eye-witnesses describe a scene of coordinated precision and relentless determination. The Coalition troops, caught between the ferocity of the Juicers and the disciplined might of our army, were forced into a chaotic retreat. Many Coalition soldiers surrendered, and I am proud to report that our forces, adhering to the highest standards of armed conflict, accepted these surrenders with honor.

[Interview clip with a soldier, background sounds of the battlefield fading in and out.]

FB Soldier: We saw them coming from both sides, and there was no escape. The Juicers hit hard and fast, and we held our ground. It was a decisive victory. We couldn't have done it without the JLA.

Announcer: This historic collaboration has been made possible by a "letter of marque," from the government of Free Quebec, authorizing the JLA's volunteer participation in our defense. Under the terms of this alliance, the JLA is permitted to seize Coalition military assets while adhering to strict rules of engagement, ensuring the humane treatment of prisoners and the protection of civilian lives.

[Sound of rustling paper, the announcer clears his throat.]

Announcer: Here is an excerpt from the letter of marque,: "The JLA, having proven their valor and dedication to humanity, are hereby authorized to join the fight against the Coalition States. Their contributions shall be recognized as vital to the defense of Free Quebec. They are empowered to take from the Coalition what they need for war, with the strict proviso that they do not harm those who surrender and respect the terms of our conflict."

[Background music, a hopeful, triumphant tune.]

Announcer: Despite the conditional and temporary nature of this alliance, today’s victory stands as a testament to what we can achieve when we unite against a common oppressor. The Coalition States, having faced this unexpected and powerful resistance, may now be forced to reconsider their invasion of our beloved Free Quebec.

[Sound clip of a crowd cheering, followed by the crackle of the microphone.]

Announcer: As night falls over the battlefield, our thoughts are with the brave men and women, both from Free Quebec and the JLA, who fought valiantly today. We salute you. This is Alain Dupont, signing off. Stay vigilant, stay strong, and remember, freedom is our right and our destiny.

[Sound of the Free Quebec national anthem playing softly as the broadcast fades out.]

[Static, then silence.]
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darthauthor
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Re: Mystic Knight Merc Squad

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A pair of Free Quebec soldiers,
Soldier Profile: Army of Free Quebec
Basic Information
Name: Sergeant Jacques Leclerc
Age: 30

Army of Free Quebec
Specialization: Power Armor Pilot
Physical Characteristics
Height: 6 feet (1.83 meters)
Weight: 200 pounds (90.7 kg)
Appearance:
Muscular and fit, typical of a seasoned soldier.
Short-cropped dark hair, stern blue eyes, and a rugged, weathered face.
Often seen in the standard-issue combat uniform when not in power armor, complete with camo patterns suited for the forested and urban environments of Free Quebec.

Private Davis and Sergeant Jacques cautiously make their way along the riverbank, eyes scanning the surroundings for any sign of danger.

As the sun dips below the horizon, the forest comes alive with unseen dangers.

Davis: (muttering to himself) Almost there. Just a few more miles.

Davis’s boots crunch as he makes his way through the underbrush, the river’s edge coming into view.

The river, still with occasional ripples disturbing the surface.

Davis’s hand brushing aside foliage as he approaches the water’s edge.

Davis: (to himself) Need to refill my canteen.

Davis kneels by the river, dipping his canteen into the water. He sees his reflection in the water, which suddenly distorts as ripples spread outwards.

Davis’s face as he senses something is wrong. He looks up, scanning the treeline.

Suddenly, from beneath the water, a Battle Cat explodes upward in a spray of water, claws outstretched.

Davis: (screaming) No!

The Battle Cat’s claws latch onto Davis’s shoulders, dragging him with terrifying strength into the river.

From the riverbank: Davis thrashes and struggles, his screams muffled by the water. The Battle Cat’s powerful form drags him deeper.

Underwater
Bubbles and murky water obscure the struggle, but glimpses of Davis’s wide, terrified eyes and the Battle Cat’s relentless grip are visible.

Surface:
The water churns violently for a moment, then suddenly goes still, with only the ripples and bubbles remaining.

Sergeant Jacques clip is empty and even if it was not he can’t see them.

Davis’s canteen floats to the surface.

From the canteen to the eerily calm river, the forest is silent except for the distant calls of nocturnal animals.

The river, now shrouded in darkness as the last light of day fades.

In the depths of the forest, where the river runs dark and deep, the predators of the night reign supreme. And those who venture too close may never return.

(Sound of the river gently flowing, then a sudden, eerie silence.)

---

Knight Three

Location: Eastruins District, Dawn

The morning sun rises over Eastruins, casting long shadows through the crumbling buildings and narrow alleyways. The air is heavy with the scent of damp earth and decay, a stark reminder of the district’s gritty reality. The residents of Eastruins stir from their slumber, nestled within the comforting glow of Knight Three's "Sheltering Force" tents, oblivious to their complacency.

The Cleansing Line

Knight Three stands in his usual spot, his eyes scanning the faces of the assembled crowd. The line for the morning "Cleanse" spell snakes around the corner, filled with people who now approach with an almost mechanical detachment.

As the familiar blue light envelops the first person in line, Knight Three can’t help but notice the blank expressions, the lack of gratitude in their eyes. They step forward, receive their purification, and move on without a word.

Resident 1: (monotone) "Morning."

Knight Three: "Morning."

The spell's light washes over them, leaving them clean but unaltered, their spirits unlifted by the magic they’ve come to see as mundane.

Midday: A Grim Revelation

As the day progresses, Knight Three takes a moment to observe the district from a high vantage point. The streets below are bustling, but there’s a recklessness. People move with a sense of invincibility, their actions brash and unconsidered.

Knight Three (thinking) My help has become their crutch.

A group of youths engage in a dangerous game of leaping across rooftops. One slips, falling hard onto the street below. A crowd gathers, but their concern is fleeting, knowing Knight Three will fix it.

Young Man, (smirking through pain) "No worries, the mage will patch me up."

Knight Three, (arriving, voice stern) "You need to stop this."

The young man's injuries vanish, but his arrogance remains untouched.

Young Man, "See? Good as new."

Knight Three, "You’re not invincible."

Evening: The Sheltering Force

As dusk settles, the line for the "Sheltering Force" tents forms. People chat and laugh, taking for granted the magical shelters that will protect them through the night.

One by one, the bluish-white domes appear, providing refuge from the encroaching darkness.

Resident 2, "Same spot as always."

Knight Three, "You should be finding permanent solutions."

Resident 2, (dismissively) "Yeah, yeah. Tomorrow, maybe."

---

Later that night, Knight Three walks the streets, the sounds of the restless city echoing around him. As the night deepens, he realizes something, some of these homeless have been homeless for years. Since he has been doing this humanitarian work the homeless have flocked to Eastruins. He has not solved the homeless problem, he has enabled it. The city is put its resources into infrastructure; NOT homeless shelters. These people are going to freeze next winter.

---

Location: The city of Old Bones (Eastruins)

The dawn breaks over Eastruins, casting a golden glow across the district. The air is filled with a sense of wonder and curiosity as the residents awaken to the sight of a magnificent new structure dominating the skyline. The Atlantean Stone Power Pyramid stands tall, its smooth stone surface shimmering with a deep iridescent blue and green, reminiscent of ocean waves.


People gather in awe around the base of the pyramid, marveling at its geometric precision and the intricate Atlantean runes and glyphs carved into its smooth, polished surface. The pyramid’s presence has brought an air of tranquility to the area, its energy production converting ambient magical energy from the ley line into a steady supply of electrical power.

The pyramid stands approximately 30 feet tall, with a base measuring 50 feet on each side. Constructed from stones native to the region, it is designed with precise geometric precision to maximize the flow of ley line energy. The runes and glyphs, glowing faintly with embedded magical energies, enhance its magical properties and provide structural integrity.

Daily Life Transformed

The pyramid’s energy production wireless distribution brings a significant change to daily life. For the first time, the district has a stable and renewable source of electricity. Homes and businesses light up, and the hum of electrical appliances fills the air.

In the marketplace, vendors now have electric lights.

Residents gather in the evening around the pyramid, which glows softly with an ethereal light. It has become a focal point for community and social gatherings.

The presence of the pyramid has stabilized the ley line, preventing ley line storms and Rifts from opening. The once unpredictable and dangerous ley line is now a source of constant, benign energy.

The pyramid has not gone unnoticed by outsiders. Various parties, ranging from curious scholars to power-hungry mercenaries, have taken an interest in harnessing or neutralizing the pyramid’s power.


Rumors swirl among the residents about potential threats and alliances. Some fear that the pyramid will make Eastruins a target, while others believe it will bring new allies and opportunities.

Resident (nervously), "I heard the Coalition States are sending spies to see what we’ve built here."
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Re: Mystic Knight Merc Squad

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Order of the Mystic Knight Enclave

Location: Old Bones

Appearance: Building designed to look like a small commercial warehouse.

Access: Standard entry points with reinforced doors and hidden security features.

---

The City of Old Bones is a sprawling urban landscape, amidst the decaying structures and bustling activity, there is a nondescript building that blends seamlessly into its surroundings. It appears to be an old, abandoned warehouse, its faded sign and weathered exterior giving no hint of its true purpose.

Knight Three, moves through the narrow alleys and side streets, ensuring he is not being followed. As he reaches the inconspicuous entrance, he glances around one last time before activating the hidden security mechanism embedded in the brick wall.

With a series of quick, precise movements, he enters a code into the concealed panel. A soft click is heard as the door unlocks, revealing a darkened corridor beyond. He steps inside, closing the door silently behind him. The corridor is narrow and dimly lit, designed to disorient any uninvited guests.

As the Knight proceeds, he reaches a reinforced door at the end of the corridor. Placing his hand on a biometric scanner, he waits as it verifies his identity. The door slides open with a quiet hum, leading him into the main area of the safe-house.

The space is surprisingly spacious, with high ceilings and a blend of modern and rustic design. The walls are lined with strategically placed monitors and surveillance equipment. The atmosphere is both welcoming and highly secure.

Sir Frost, the caretaker, stands at the entrance of the main hall, waiting to greet the visiting Knight. He is dressed in practical yet comfortable clothing, exuding an air of quiet confidence. His eyes are sharp, taking in every detail of the newcomer.

"Frost," he introduces himself, extending a hand. "Welcome. It's good to see another Knight."

Knight Three shakes his hand, noting the firm grip. "Thank you. I'm here for a tour and to get a sense of our operations here."

Sir Frost leads Knight Three to the kitchen, a modern setup with all the necessary amenities. "We keep this well-stocked," he explains, "both for long-term stays and emergencies."

They pass through a hallway lined with bedrooms. "These are the quarters for visiting Knights and other members. Each room is equipped with basic necessities."

The tour continues to the recreation area, complete with comfortable seating, entertainment options, and a small library. Adjacent to it is the gym, featuring a boxing ring and various exercise equipment. "Physical training is a key part of our regimen here," he notes.

The communications room.
"This is where we handle all our secure communications," Frost explains, showing the array of equipment and monitors.

Mission Planning Room:
The floor is painted with an enlarged map of the local region. "We use this room to plan our missions and strategies."

The Caretaker opens a secure door leading to the armory, where weapons are meticulously organized. "We maintain a full range of weaponry here, all in top condition."

They visit the soundproofed interrogation room and the secure holding cells. "These facilities are essential for extracting information and holding captives."

A fully equipped medical room with an operating table. "Our infirmary can handle anything from minor injuries to major surgeries."

Meditation Chamber: A quiet room designed for mental training and relaxation.

History Room: Filled with displays and records of the Mystic Knights' achievements.

Classroom. A space for presentations.

Finally, they reach the living area for Aidan and his family. "This is where we live," Aidan says, a hint of pride in his voice. "My wife and I ensure everything runs smoothly here."

The tour concludes back in the main hall. The visiting Knight nods appreciatively. "Impressive setup. It's clear you've put a lot of effort into making this place secure and functional."

The Caretaker smiles. "It's our duty to ensure that the Knights of the Order have a safe and efficient base of operations."

Knight Three, feeling reassured by what he has seen, thanks the Caretaker. "It's good to know we have this place. IF we need it."

---

Interior Layout

Ground Floor
Entrance and Security:
- Discreet main entrance with hidden security checks.
- Panic room near the entrance for emergency situations.

Common Areas:
- Kitchen and Pantry: Fully equipped for long-term food storage.
- Dining Area: Adjacent to the kitchen for communal meals.
- Rec Room: Entertainment area with comfortable seating and games.

- Operational Rooms:
- Communications Room: Equipped with a secure communication system.
- Mission Planning Room: Central table with an enlarged map of the local region on the floor, walls lined with screens and maps.

- Living Quarters:
- Multiple bedrooms for personnel, each with basic furnishings.
- Full bathrooms with showers and necessary amenities.

Basement
- Storage and Maintenance:
- Armory: Secure room with weapon racks and safes.
- Storage: Shelving units for non-perishable supplies and equipment.
- Mechanical Room: For facility maintenance and repair.

- Specialized Rooms:
- Interrogation Room: Soundproofed with necessary interrogation tools.
- Prisoner Holding Cells: Secure and isolated cells for detainees.
- Gym with Boxing Ring: Fully equipped for physical training and boxing.
- Firing Range: Indoor range for firearms practice with safety measures.

Upper Floor
- Specialty Rooms:
- Meditation Chamber: Quiet and serene space for mental training.
- History Room: Dedicated to the accomplishments and legacy of the Mystic Knights, with displays and records.
- Study: Shelves of books, computers, and desks for research and study.
- Infirmary: Medical room with a full operating setup for surgeries and emergency care.
- Classroom: For briefings and educational purposes (chairs and tables).
- Disguise and Infiltration Room: Filled with racks of outfits and materials for disguises and forgers station.

- Caretaker Quarters:
- Separate living area for the caretaker (One Mystic Knight [retiree who did not make it rich or got newbie] and a Rogue Scholar) and their family, including bedrooms, a private bathroom, and a small kitchen.

Garage and Vehicle Maintenance
- Garage: Space for maintaining and repairing vehicles, with storage for tools and spare parts.
- Vehicle Storage: Enclosed area for vehicles suited to the local terrain, ensuring readiness for deployment.

Utilities and Sustainability
- Solar panels and wind turbines connected to a battery bank to ensure energy independence.
- Water Supply: Independent water supply with filtration and septic systems.
- Maintenance and Repair Room: For electronics and firearms, ensuring all equipment is in top condition.

---

Additional Features
- Advanced Security System: Surveillance cameras and motion detectors.
- Backup Generators: For power redundancy.
- Discreet Ventilation: Ensuring the facility remains undetectable.

This design aims to provide a comprehensive, secure, and functional space for the Mystic Knights, blending into the environment while offering all necessary facilities for their operations and well-being.

---

The Disguise and Infiltration Tools room is designed to provide all the necessary equipment and resources for creating effective disguises and facilitating covert operations.

Multiple racks filled with a variety of clothing items suitable for different scenarios, including business attire, casual wear, uniforms (e.g., police, military, medical), and cultural outfits for blending into various environments.

Shelves and drawers stocked with hats, gloves, scarves, belts, and other accessories to complement the outfits and enhance the disguise.

Professional-grade makeup kits containing foundations, powders, eyeshadows, lipsticks, and more, suitable for altering skin tones, facial features, and creating realistic appearances.

A collection of prosthetic pieces such as noses, chins, ears, and scars, along with the necessary adhesives and blending tools to ensure seamless application.
A variety of wigs and hairpieces in different colors, lengths, and styles, accompanied by styling tools like scissors, combs, and hair dye.
High-quality printers and scanners capable of producing counterfeit documents such as IDs, passports, and licenses with realistic security features.

Laminating Machines: Devices for laminating forged documents to give them an authentic look and feel.

Digital Forensics Tools: Software and hardware for editing and creating digital documents, manipulating photos, and ensuring digital signatures and watermarks match those of authentic documents.

Camouflage and Concealment Gear. Outfits designed for different environments (urban, forest, desert) to help the operative blend into their surroundings.
Handheld and wearable devices that can alter the operative's voice to sound like different individuals.
Miniature recorders and playback devices for capturing and reproducing conversations, useful for both gathering intelligence and creating misleading audio clips.

A comprehensive set of lock-picking tools for gaining entry to secured locations without leaving trace.
Materials for creating duplicate keys on the spot, including blank keys and key-cutting equipment.

Tiny, concealable cameras and microphones for placing in target locations to gather intelligence without being detected.

Small, easily hidden devices for tracking vehicles or individuals, providing real-time location updates.
Full-length mirrors and practice stations for the operative to refine their disguises and practice different identities and behaviors.
Non-lethal devices for creating diversions or incapacitating pursuers during an escape.
Tools for scaling walls or escaping through unconventional exits.

Hidden Entrance: The room itself would be concealed behind a false wall or hidden door, perhaps accessible only through a biometric lock or secret code.
Soundproofing: To prevent any sounds from alerting intruders or being overheard, the room would be soundproofed.

---

Title: The Caretaker
Name: Sir Talin Frost
Age: 24

Early Life
Talin Frost was born and raised in the rugged terrain of northern Quebec, where the harsh winters and dense forests shaped his resilient character. From a young age, Talin was drawn to physical activities that demanded strength, agility, and strategy. He excelled in boxing and ice hockey, sports that were both a pastime and a way of life in his community. His parents, both skilled hunters, taught him the importance of survival skills, marksmanship, and the value of understanding one's environment.

Recruitment into the Mystic Knights
At the age of nine, Talin's life took a dramatic turn when he was noticed by a scouting member of the Mystic Knights. Impressed by his tenacity, sharp mind, and innate combat skills, they saw potential in the young boy.

His parents, recognizing the opportunity for Talin to have a greater purpose, agreed to his recruitment. Thus began his rigorous training with the Mystic Knights, a path that would shape his future in profound ways.

Talin's training was comprehensive and intense. He honed his boxing skills, learning to incorporate martial discipline. Ice hockey had already ingrained in him growing up in the area.
His master, recognizing his aptitude for surveillance and observation, trained him in the art of interrogation and identification of undercover agents, making him an expert in recognizing subtle cues and behaviors.

Talin's training wasn't limited to combat. He developed a keen interest in the technical aspects of weaponry, becoming a proficient armorer and gunsmith. His expertise in rifles, handguns, knives, staffs, and sword fighting made him a versatile warrior. Additionally, the Mystic Knights' emphasis on emergencies led him to become a certified paramedic.

Talin has been assigned to the Mystic Knights secret station (a sort of Safe-House, a critical position that required a unique blend of skills and responsibilities. As the caretaker and host, Talin ensures the smooth operation of the facility, maintaining its security and functionality.

Talin's expertise in surveillance makes him the perfect guardian of the safe-house. He utilizes advanced security systems to monitor the area, ensuring that it remains undetected and secure. His interrogation skills are invaluable in extracting vital information from captives, and his skills ensure that the weapons in the armory are always in top condition.

Personal Life
Talin lives at the safe-house with his spouse, Evelyn, and their two young children, Liam and Clara. Evelyn, a Rogue Scholar, home schools their kids.
She is a skilled teacher and computer expert, who keeps meticulously documenting the activities, histories, and missions of the Mystic Knights, preserving their legacy for future generations. She also schools the Order’s members operating near Free Quebec on people and places of interest.

Their children, though young, are already learning the values and skills of their parents, growing up in an environment that balances normalcy with the extraordinary demands of their father's role.

Legacy and Impact
Talin Frost's story is one of transformation, from a young boy from the Quebec area to a knight for the Order. Through his efforts, the safe-house remains secure.


Attribute:
I.Q. 11
M.E. 17 +1
M.A. 19
P.S. 20
P.P. 13
P.E. 19
P.B. 11
Spd 27

Bonus Skills:
General Maintenance & Repair: 70%
Field Armorer & Munitions Expert: 70%
Paramedic: 60%

Spells:
Starting: Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, and Power Weapon.

Cleanse (6) (showers and laundry)
Create Bread and Milk (15) (2d6 loaves of bread & 1 gallon of Milk)
Create Water (15) (Supplies the Enclave with water)
Ice (15) (Makes ice for the safe house)
Magelock (15) (uses to lock the doors and things up)
Magic Pigeon (20)
Seal (7)
Swim as a Fish: Superior (12)

Bonus Spells:
A specialized Knight of House Isen will have the following
bonus spells known to him when he becomes a Knight:
Manipulate Objects, Mend the Broken, Summon Fog and Watchguard.

I.S.P.: 58
Psionics:
Empathy
Float
Mind block
Night Vision
Resist fatigue
See Aura (help with Identification)
See the Invisible
Sixth Sense
Speed Reading
Telemechanics (30) (uses it to diagnosis and repair things)
Telepathy
Total Recall

O.C.C. Skills
Speak American: 98%
Speak Old French (Free Quebec): 90%
Literate: American: 75%
Horsemanship: Knight: 60%/50%
Horsemanship: Exotic: 66%/46%
Lore: Demons & Monsters: 55%
Lore: Magic: 65%
Boxing
Running
Land Navigation: 62%
Espionage:
- Intelligence: 58%
- Interrogation: 60%
Military:
- Naval History: (The Great Lakes) 65%
- Find Contraband: 57%
Rogue:
- Identify Undercover Agent: 76%
- Streetwise: 46%

W.P. Sword
W.P. Shield
W.P. Knife
W.P. Energy Rifle
W.P. Energy Pistol
Hand to Hand: Expert

O.C.C. Related Skills:
Cryptography: 50%
Electronic Countermeasures: 55%
Pilot: Aircraft: 56%
Pro Hockey: +15% to skating (Bonus: W.P. Staff)
Radio: Basic: 70%
Surveillance: 55%

3rd:
Combat Driving

Secondary Skills:
Basic Electronics: 50%
Computer Operation: 60%
Ice Skating: 70%

3rd Level:
Astronomy and Navigation: 40%
Automobile: 64%

Special: Rogue Scholar Spouse taught:
Math: Basic: 60%
Literate: French: 40%
History: Free Quebec: 36%/28%
Brewing: (makes Beer, Mead, Whisky & Wine): 25%/30%
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: Old Bones, The Trade Center District and The Rails


The early morning light struggles to penetrate the depths of The Station, the largest and busiest underground rail depot in the Trade Center District of Old Bones. The Station is a hive of activity, its three sprawling concourses filled with a mix of weary travelers, bustling commuters, and the ever-present hum of commerce. The air is filled with the scent of fresh pastries from the nearby bakery, the sharp tang of industrial cleaner, and the underlying odor of damp stone.

Concourse One:
This concourse is lined with a variety of shops and stalls selling everything from newspapers and magazines to electronics and souvenirs. Commuters move briskly, stopping briefly to grab a coffee or a snack before catching their trains.

Shopkeeper, "Morning paper! Get your morning paper here!"

Commuter, "One coffee, black, to go, please."

Shopkeeper, "Here you go, and have a great day!"

Concourse Two:
The second concourse is home to more specialized stores and a few sit-down restaurants. The atmosphere here is slightly more relaxed, with travelers taking their time to browse or enjoy a meal.

Restaurant Host, "Welcome! Table for two?"

Traveler, "Yes, please. We're catching the 10 o'clock train."

Concourse Three:
The third concourse is the largest and most chaotic. It houses The Money-Maker Casino, a grungy 24-hour establishment that draws a diverse crowd. The casino, restaurant, and dance hall are popular night spots, but even in the early hours, there are a few stragglers nursing their drinks or trying their luck at the slot machines.

The Money-Maker Casino:
The casino's neon lights flicker, casting a garish glow over the worn-out carpet and the faces of its patrons. The air is thick with cigarette smoke, the clinking of coins, and the low murmur of conversation punctuated by occasional shouts of triumph or groans of defeat.

Bartender, "What'll it be? Another round?"

Patron, "Yeah, keep 'em coming. I’m on a roll."

The Casino Floor

Brawls and Robberies:
The Money-Maker Casino is notorious for its rough clientele. Fights break out frequently, often fueled by alcohol and high stakes. Security guards keep a wary eye, ready to step in when things get too heated.

Security Guard, "Break it up, you two! Take it outside if you want to fight."

Patron, "He cheated! I swear he did!"

Recruiters frequent The Money-Maker Casino, looking for desperate souls down on their luck to hire for dangerous and illicit jobs.

Recruiter, "You look like you could use some extra cash. How about a job that pays well?"

Desperate Patron, "What’s the catch?"

Recruiter, "Just a little risk, but the rewards are worth it. Interested?"

---

The restaurant and dance hall sections of The Money-Maker Casino are no less chaotic. Patrons celebrate their winnings with extravagant meals and drinks, while others drown their sorrows in the bottom of a glass. The dance floor is a blur of movement, with people losing themselves in the music and the moment.

Dancer, "Come on, let’s dance! Forget about everything for a while."

---

The Station, with its three bustling concourses, is the lifeblood of Old Bones, but it is The Money-Maker Casino that truly embodies the district's dual nature of opportunity and peril. From early morning to the dead of night, the casino remains a hotspot for crime, espionage, and desperate deals. Amidst the chaos and revelry, secrets are whispered, lives are gambled, and the ever-watchful eyes of spies and recruiters never miss a beat. For the residents and visitors of Old Bones, The Money-Maker Casino is both a promise of fortune and a reminder of the city's darker undercurrents.

---

The first light of dawn creeps into the Trade Center District of Old Bones, casting long shadows across the bustling heart of the city. The district is alive with activity as merchants set up their stalls, shopkeepers open their doors, and workers flood the streets on their way to jobs that keep the city's commerce thriving. The air is filled with the scents of street food, the clamor of haggling, and the hum of conversations. This is the lifeblood of Old Bones, generating more than half of the city’s commerce.

The marketplace is a chaotic blend of colors, sounds, and smells. Vendors shout out their wares, from exotic spices and fresh produce to rare artifacts and handcrafted goods. The streets are crowded with people moving briskly, their faces a mix of determination and distraction. Amidst the hustle, the occasional pickpocket weaves through the crowd, eyes sharp for an easy target.

The fish merchant, "Just in from the docks! Get your fresh fish here!"

The spice merchant. "Spices from the far reaches! Bring flavor to your life!"

Customer (haggling), "I'll give you 20 credits for this, no more."

"Thirty, and not a credit less. This is the finest you'll find!"

---

The Rails: Mass Transit System

At the edge of the marketplace, a set of worn stone steps descends into the ground, leading to the entrance of The Rails, Old Bones’ underground rail system. The entrance is flanked by flickering neon signs and a few makeshift stalls selling cheap trinkets and food to commuters. A group of early-morning travelers makes their way down, the last rays of safety before nightfall cloaks the tunnels in danger.

The platform is a dimly lit cavernous space, echoing with the sounds of distant trains and the murmur of waiting passengers. Graffiti covers the walls, a mix of art and territory marks from various gangs. The air is damp and carries a faint metallic tang. The trains themselves are rusted relics, their surfaces scratched and dented from years of service and neglect.

Commuter, (checking watch) "Hope the train isn't late again. Can't afford to miss another shift."

"Yeah, especially not around here. Got to get home before it gets dark."

During the day and rush hour, the platforms are crowded, offering a semblance of safety. People keep to themselves, eyes down, avoiding unnecessary attention. Security guards make sporadic rounds, their presence a weak deterrent against the more brazen criminal elements.

Security Guard, "Keep moving, folks. Stay safe and keep an eye on your belongings."

Commuter, (whispering) "Did you hear about the mugging last night? Right on this platform."

"Heard they found two bodies this morning. This place is getting worse."

---

As the sun sets and the city above is cloaked in twilight, The Rails undergo a sinister transformation. The once bustling platforms empty out, leaving behind an eerie silence. The flickering lights cast long, foreboding shadows, and the air grows colder.

The tunnels become a haven for drunks, gangs, and crooks. Graffiti tags glow under blacklights, marking gang territories. Groups of youths, faces obscured by hoods and masks, prowl the platforms looking for easy prey. The atmosphere is thick with tension and the potential for violence.

Drunk, (slurring) "Hey, got any change to spare?"

Gang Member, "Nah, but I got a knife if you don't back off."

The disenfranchised and homeless find temporary refuge in the tunnels, huddling in dark corners and beneath stairwells. Their eyes are wary, constantly scanning for threats. The sounds of distant fights and the occasional scream echo through the tunnels.

Homeless Person, "Another rough night. Just need to make it till morning."

Every morning, the aftermath of the night reveals itself. Beaten victims of robberies and fights lie in corners, nursing their wounds. Station workers find the gruesome remains of the night's violence: two corpses, on average, lying on the tracks or slumped against the walls.

Station Worker, (grimacing) "Another one. When will this end?"

With the dawn, the cycle begins anew. The platforms fill up with commuters, cautiously navigating the remnants of the previous night's chaos. The district awakens, the heart of Old Bones beating once more, but always with the undercurrent of the danger that lurks just beneath its surface.
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darthauthor
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Re: Mystic Knight Merc Squad

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The Ice Palace in Old Bones

Location: Trade District: The Ice Palace Ice Rink and Arena


The Ice Palace stands as a prominent structure in the heart of Old Bones, its architecture a blend of modern design and rustic charm.

The building is adorned with neon lights that spell out "The Ice Palace" in bold, icy blue letters, casting a cool glow over the bustling streets outside.

The entrance is marked by large glass doors, through which the warm light from within spills out, inviting fans and athletes alike into its embrace.

As the first rays of the sun touch the façade of the Ice Palace, the structure glistens, almost as if it’s carved from ice itself. Early risers, including athletes and maintenance staff, are already making their way inside, preparing for the day's events.

Stepping inside, visitors are greeted by the crisp, refreshing chill of the arena, a stark contrast to the bustling city outside. The main hall is lined with banners and memorabilia showcasing the rich history of Old Bones' love for ice sports. Pictures of past hockey champions, legendary Juicer hockey players, and graceful ice skaters adorn the walls, celebrating the city’s deep connection to the ice.

The heart of the Ice Palace is its expansive ice rink and arena. The ice surface is meticulously maintained, its mirror-like finish reflecting the overhead lights. The arena seats are arranged in a sweeping arc around the rink, providing an unobstructed view of the action. The stands are already starting to fill with eager fans, bundled in warm clothing and clutching hot beverages to fend off the chill.

In one section of the rink, an old-style hockey match is in full swing. The players, clad in vintage gear, skate with fierce determination, their sticks clashing and blades slicing through the ice. The crowd roars with every goal and cheer, their voices echoing through the arena.

Announcer, "What a pass! They're playing like it's the finals!"

Fan, "Did you see that shot? Classic move!"

Juicer Hockey:
On the other side of the rink, a group of heavily augmented Juicer hockey players prepare for their high-octane match. Their enhanced physiques and cybernetic implants make for a game that is faster and more brutal than traditional hockey. The anticipation in the air is palpable as fans eagerly await the start of this adrenaline-fueled spectacle.

Juicer Player, "Let's show them what real speed looks like."

Another Juicer Player, "And power. Don’t forget the power."

Ice Skating:
Adjacent to the hockey action, a figure skating practice session is underway. Skaters glide gracefully across the ice, their movements fluid and elegant. The quiet concentration of the skaters provides a stark contrast to the frenetic energy of the hockey games. Coaches shout instructions, helping their protégés perfect their spins and jumps.

Coach, "Great form! Now, let’s work on that landing."

Skater, "Got it! Here goes."

Special Events:
The Ice Palace is also preparing for a special event later in the evening: an ice show featuring elaborate performances by local and visiting skaters. The stagehands are busy setting up props and lighting, transforming the rink into a magical winter wonderland.

Stagehand, "Make sure those lights are set just right. We want everything to be perfect for tonight."

---

“The Bunker” (in Old Bones)


The Bunker stands as a formidable testament to the engineering marvels of Rifts Earth’s Golden Age. Its towering, reinforced walls of ancient stone and steel rise above the surrounding buildings, giving it the appearance of an impregnable fortress. The entrance is flanked by massive metal doors, intricately designed with symbols of strength, welcoming all who seek its many attractions.

As dawn breaks, the first rays of sunlight glint off the fortress’s metal surfaces, casting long shadows across the cobbled courtyard. Early risers, including warriors and adventurers, make their way towards the complex, eager to start their day within the safety and excitement of The Bunker.

The large indoor arena is the crown jewel of “The Bunker,” capable of seating 30,000 spectators. The arena is a hub of activity, hosting all manner of sporting events, concerts, and spectacles. Today, a grand gladiatorial tournament is scheduled, and the anticipation is palpable.

Inside, the arena is a cavernous space with tiered seating that rises steeply, ensuring everyone has a clear view of the central stage. The air is charged with excitement, and the roar of the crowd echoes off the high ceiling. Vendors move through the aisles, selling snacks and drinks to eager fans.

Announcer, (over the loudspeaker) "Welcome to today’s grand tournament! Warriors from across the lands have come to prove their mettle. Let the games begin!"

Crowd, (cheering wildly) "Glory! Glory! Glory!"

The Small Arena

The smaller arena, seating 4,000, offers a more intimate setting for private duels, contests, and games. This arena can be rented by individuals, teams, and groups seeking a more controlled environment for their battles.

The smaller arena has a more subdued atmosphere compared to its larger counterpart, but the tension is no less intense. The stands are filled with friends, family, and fellow adventurers closely watching the combatants.

The Warrior's Tavern

The Warrior’s Tavern is a large, friendly, and safe watering hole where visitors and locals alike gather to share stories, make deals, and unwind. The tavern is known for its welcoming atmosphere and hearty drinks.

The tavern is filled with long wooden tables and benches, a roaring fireplace, and walls adorned with weapons and shields. The air is thick with the scent of roasting meat and the sound of laughter and animated conversation.

Bartender, "What’ll it be? Ale or mead?"

The Adventurer's Inn

The Adventurer’s Inn is a massive restaurant known for its extensive menu and generous portions. It’s a favorite among those seeking a substantial meal after a day of battles or adventures.

The restaurant is bustling with activity, with waitstaff weaving through crowded tables carrying platters of food. The decor is rustic, with wooden beams, lanterns, and tapestries depicting legendary battles and adventures.

Waiter, "Special of the day is roast boar with garlic potatoes. Can I get you anything else?"

The Gun Range and Armorer

The gun range and armorer’s shop are essential stops for warriors and adventurers looking to equip themselves with the best gear. The armorer is known for offering high-quality weapons and armor, both new and refurbished.

The gun range is lined with targets at varying distances, and the sound of gunfire is constant. In the adjacent shop, racks of gleaming weapons and suits of armor are on display.

Armorer, "Looking for something specific? We’ve got the best in town, guaranteed to perform like new."

Black Market Trade

While Quebec Military items are rarely sold openly at The Bunker, discreet transactions happen behind closed doors. Unscrupulous traders quietly make offers for weapons and equipment at a fraction of the black market price.

Salesman, (whispering) "Got a batch of Quebec Military gear. Interested?
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Re: Mystic Knight Merc Squad

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Location: Trade District; Riverside, North River Banks

The morning sun casts a golden glow over the pristine streets and the calm waters of the river, highlighting the posh and expensive nature of this affluent neighborhood.

The streets of Riverside are clean and well-maintained, lined with cobblestones that glisten with morning dew. Elegant street lamps and decorative planters filled with vibrant flowers add to the refined atmosphere. There’s a noticeable sense of order and calm.

Lining the streets are luxury shops and boutiques, each storefront meticulously designed to attract the discerning eye of wealthy patrons. The windows display high-end fashion, exquisite jewelry, and rare artifacts, all bathed in the soft glow of early morning light.

Shopkeeper, "Our new collection just arrived. Would you like to take a look?"

Interspersed among the shops are elegant hotels, their grand facades exuding an air of sophistication and exclusivity. Each hotel boasts impeccable service and luxurious amenities, catering to the city’s elite and discerning visitors.

Concierge, "Good morning, sir. How can we assist you today?"

Upscale restaurants dot the riverside, offering a range of gourmet cuisines. The aroma of freshly brewed coffee and baked pastries wafts through the air, inviting early risers to indulge in a sumptuous breakfast by the river.

Waiter, "Your table is ready. Can I recommend our chef’s special for breakfast?"

The river itself is a hub of tasteful activity, with sleek riverboats docked along the banks. These businesses offer everything from scenic cruises to private charters, allowing the wealthy to enjoy the serene beauty of the North River in style.

Boat Captain, "Good morning! Ready for your private tour of the river?"

Nestled between the commercial establishments are the homes of wealthy business people. These residences are grand and imposing, with well-manicured lawns, intricate ironwork fences, and private docks extending into the river. The homes exude an air of exclusivity and privilege.

Resident, (watering the garden) "The roses are blooming beautifully this year."

The Riverside district is patrolled by private security, ensuring the safety and peace of its affluent residents and visitors. The absence of the usual hustle and bustle creates a peaceful, almost idyllic atmosphere.

As evening approaches, Riverside transforms into a picturesque scene of twilight charm. The street lamps cast a warm, inviting glow, and the sound of gentle music drifts from open windows and riverside restaurants. The river reflects the colors of the setting sun, creating a mesmerizing backdrop for evening strolls and dinners.

"Let’s walk along the river. It’s so peaceful this time of day."

Riverboats prepare for evening cruises, their decks adorned with twinkling lights. Passengers board, ready to enjoy a night of dining and dancing under the stars, with the cityscape of Old Bones providing a stunning backdrop.

"Welcome aboard! Your table is ready for the dinner cruise."

---

Location: Riverside Hydroelectric Power Plant, Old Bones

The Riverside Hydroelectric Power Plant is a marvel of engineering nestled along the banks of the roaring St. Lawrence River. As the morning sun rises, its rays glint off the metallic structures of the plant, casting a golden hue over the surrounding landscape.

The plant’s exterior is a complex of sturdy buildings, towering turbines, and massive pipes. The sound of rushing water fills the air as the river's current is channeled through the turbines, generating the much-needed electricity. The plant is surrounded by a secure fence, with guards patrolling the perimeter to ensure its safety.

At the main entrance, workers in hardhats and safety gear pass through a checkpoint, greeted by the hum of machinery and the ever-present roar of the river.

Worker: "Another day, another kilowatt. Let’s keep this place running smoothly."

Inside, the turbine hall is the heart of the operation. The space is vast and echoing, filled with the rhythmic thrum of turbines spinning at high speed. Massive generators convert the mechanical energy from the turbines into electrical power, which is then fed into the city’s grid. The air is filled with the scent of oil and metal, mingling with the constant vibration of the machinery.

Control Room:
Adjacent to the turbine hall is the control room, a hub of activity where engineers and technicians monitor the plant’s operations. Large screens display real-time data, showing the flow of water, turbine speeds, and power output. The room is a blend of modern technology and old-world engineering, with sophisticated computers managing the ancient yet effective machinery.


The River and Dam

The dam, a colossal structure of concrete and steel, spans the river. It channels the powerful flow of water through massive gates, directing it into the plant’s turbines. The water crashes through with immense force, the sound a constant reminder of nature’s raw power harnessed for human use.

A viewing platform offers a breathtaking view of the river and the dam. From here, one can see the vast expanse of water held back by the dam, a testament to human ingenuity and control over nature. The platform is a popular spot for visitors and city officials, who come to marvel at the scale of the operation.

The electricity generated by the Riverside Hydroelectric Power Plant is distributed through a network of high-voltage lines that stretch out across the city. Substations throughout the Trade Center District step down the voltage for safe use in homes, businesses, and public facilities.

---

Location: Trade Crossing

The giant trading post and open market that serves as the bustling heart of commerce in Old Bones. Located directly south of the Riverside Hydroelectric Power Plant, Trade Crossing is a sprawling hive of activity, where the vibrant energy of trade and barter pulses through the air.

The market is a maze of stalls and booths, each crammed with goods from all corners of the region. The layout is chaotic yet organized, with narrow pathways winding between rows of vendors. Booths are constructed from a mix of wood, metal, and canvas, adorned with colorful banners and signs advertising the wares on offer.

The atmosphere at Trade Crossing is electric. The air is filled with the cacophony of voices haggling over prices, the clinking of coins, and the rustling of goods being unpacked and displayed. The scent of freshly baked bread mingles with the salty tang of the nearby river, creating a sensory overload that draws visitors deeper into the market.

Fishermen proudly display their catches of the day, their stalls lined with glistening fish and seafood. Farmers offer an array of fresh produce, from ripe tomatoes to crisp apples, their tables a riot of color. Trappers showcase pelts and furs, the result of their hard work in the wilderness.

Farmer, "Taste these strawberries, sweetest you'll find!"

Fisherman, "Best lobsters in town, straight from the St. Lawrence!"

Adventurers and freebooters, their appearances rugged and travel-worn, set up stalls selling things they return with from their journeys. Pirates, their demeanor both intimidating and charismatic, hawk exotic goods and contraband, their eyes always watchful for a good deal or potential threat.

Adventurer, "Genuine Atlantean artifacts! Rare and valuable!"

Pirate, "Silks and spices, no questions asked. Make me an offer."

Traveling merchants bring a diverse range of goods, from fine textiles and handcrafted jewelry to rare books and magical trinkets. Their stalls are a kaleidoscope of textures and colors, each item telling a story of distant lands and cultures.

Merchant, "Step right up! Finest silks from the South! Feel the quality!"

Amidst the legitimate traders, a shadowy element lurks. It's impossible to tell which of these people might be crooks or spies. Whispers of deals float through the air, adding an edge of danger to the market's vibrant hustle and bustle.

Old Bones takes a 25% cut on all sales, a necessary price for the prime location adjacent to the expensive and law-abiding Riverside district.

Booth space is limited and coveted, assigned on a first-come, first-served basis. This competitive aspect adds a sense of urgency and ambition to the vendors' efforts.

As the sun climbs higher, Trade Crossing reaches its peak activity. The narrow pathways are packed with buyers and sellers, their movements creating a flowing river of humanity. The noise level rises, a symphony of commerce that can be heard from blocks away.

Shoppers peruse the stalls, their faces alight with curiosity and excitement. Deals are struck with a firm handshake or a nod, the universal language of trade transcending words.

As evening approaches, the market begins to wind down. Vendors pack up their unsold goods, securing their earnings and preparing for the next day's trade. The energy shifts from the frantic hustle of sales to the satisfied hum of a day's work well done.

Guards patrol the market, ensuring that the day's transactions conclude without incident. Their presence is a reminder of the market's importance to Old Bones and the need to protect its prosperity.

---

Location: The Theater District in Old Bones

As the sun sets and the twilight hues paint the sky, the Theater District of Old Bones comes alive with vibrant energy. The streets are lined with glowing neon signs, inviting patrons to explore its myriad offerings.

A dozen playhouses dot the district, each with its unique charm and style. From grand, opulent buildings with intricate facades to smaller, more intimate venues, the playhouses promise a night of drama, comedy, and artistic performances.

The Royal Playhouse stands as the crown jewel, its grand entrance adorned with gilded decorations and a marquee that lists the evening's performance in bold, glittering letters.

Doorman, "Welcome to the Royal Playhouse. Tonight's performance: 'The Tragedy of Kings'."

At the center of the district lies the grand concert hall, an architectural marvel that hosts orchestras, operas, and large-scale musical performances. Its acoustics are renowned, and the sound of a full symphony orchestra can often be heard spilling into the streets.

Concert Hall Usher, "Please take your seats. The concert will begin shortly."

A small park nestled within the district features an open-air pavilion, where local bands, theater troupes, and entertainers perform under the starlit sky. The pavilion is surrounded by benches and grassy areas where families and friends gather to enjoy the free shows.

Street Performer, "Ladies and gentlemen, gather around! Tonight, a special performance just for you!"


As the night deepens, the district’s more adult-oriented venues light up. A score of nightclubs with live entertainment and sleazy strip joints with girly shows cater to those seeking a different kind of thrill. The neon lights of the clubs pulse in sync with the music, creating an electric atmosphere.

One of the more upscale nightclubs, The Silver Siren boasts live jazz performances and a sophisticated ambiance.

Club Promoter, "Step right in, folks! Enjoy the best live jazz in Old Bones at The Silver Siren."


The less reputable establishments, with their garish signs and questionable clientele, line the darker alleys, promising shows and entertainment of a more risqué nature.

Bouncer, "No trouble inside, got it?"


Interspersed among the entertainment venues are a variety of restaurants and small stores. These establishments provide a range of dining options from gourmet meals to quick street food, as well as boutiques and shops selling trinkets and souvenirs.

Restaurant Host, "Table for two? Right this way."


The Old Liberty Theater, an imposing structure with an air of faded grandeur.


The Bang-Bang Club, a raucous venue known for its wild nights. Its loud music and rowdy crowd provide perfect cover for clandestine meetings.


The streets of the Theater District are crowded with people moving from one venue to another, their faces illuminated by the colorful lights of the marquees and neon signs. Street vendors hawk snacks and souvenirs, adding to the lively atmosphere.

The air is filled with a mix of music, laughter, and the murmur of excited conversations. The district pulses with life, drawing people from all walks of life to its myriad attractions.

---

Location: Public Parking Structure in the Trade District

The massive six-story public parking structure looms large against the skyline. Located conveniently near the bustling Trade Center District and within walking distance of The Rails, the structure caters to those who prefer the privacy and convenience of their own vehicles over public transit.

The parking structure is a concrete behemoth, its utilitarian design emphasizing function over form.

The façade is adorned with minimal signage indicating "Public Parking," and a large digital display shows the current occupancy status and available spaces.

The building's exterior is weathered, with vines creeping up the sides, softening the starkness of the concrete.

Even in the early hours, the parking structure is alive with activity. Vehicles stream in and out, their drivers seeking parking before heading off to work or the nearby attractions. The sound of engines revving and tires squealing echoes through the surrounding streets.

Driver, "I hope there's still a spot. It's getting busier every day."

Shotgun, "Yeah, but it's worth it to avoid The Rails, especially at night."

At the entrance, automated gates lift to admit vehicles after drivers take a ticket or scan their parking passes. Security guards patrol the area, ensuring that everything runs smoothly and deterring any potential trouble.

Security Guard, "Morning. Keep your ticket safe and park responsibly."

Inside, the parking structure is a labyrinth of ramps and levels, each floor marked with bright, color-coded signage to help drivers navigate. The structure is well-lit, with overhead lights casting a sterile glow that contrasts with the dimness of the early morning outside. The scent of exhaust and the faint smell of rubber permeate the air.

Each level is packed with rows of cars, from sleek sports cars to sturdy utility vehicles, all parked in neatly lined spaces. The parking spots are clearly marked, with designated areas for electric vehicle charging and accessible parking near the elevators.


Elevators and stairwells are located at strategic points throughout the structure, allowing quick access to the street level. The elevators are large and utilitarian, with metal interiors and a faint hum of machinery as they move between floors.

Passenger, "Let's take the elevator. It's faster."


The top floor of the parking structure offers an open-air view of Old Bones. From here, the sprawling cityscape stretches out in all directions. The view includes the bustling Trade Center District, the imposing Riverside Hydroelectric Power Plant to the north, and the distant silhouette of The Bunker to the northeast.

Driver, (pausing to take in the view) "You can see everything from up here. The city looks different from this height."

The presence of security cameras throughout the structure adds a layer of safety, monitoring the comings and goings of vehicles and individuals. Security guards patrol regularly, ensuring that the environment remains secure and deterring any potential theft or vandalism.

In the evening, the structure fills again as people return to their vehicles after a long day. The sound of engines starting and the glow of headlights create a busy, yet orderly scene as drivers navigate their way out of the building.

Driver, "Let's beat the rush and get out of here before traffic gets worse."


At night, the parking structure is less crowded but still sees activity. Security becomes even more vigilant, ensuring the safety of those who choose to park their vehicles overnight.

Night Guard, "Just doing a final sweep. Make sure everything’s secure."
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: The Tavern in Eastruins

A cozy, bustling tavern.
Knight Three sits at a wooden table, enjoying a hearty meal. The tavern is warm and welcoming, with the scent of roasted meats and fresh bread filling the air. The tavern owner, a burly man with a friendly demeanor, moves from table to table, chatting with patrons.

Knight Three, (wiping his mouth with a napkin) "Excuse me, barkeep, can I ask you something?"

Tavern Owner, (walking over with a smile) "Of course, sir. What can I do for you?"

Knight Three, "I’ve noticed a lot of jobless folks hauling metal to the Ley Line in Eastruins. What’s going on with that?"

Tavern Owner, (chuckling) "Ah, that would be the work of "Steel," an Earth Warlock. It’s quite the operation they’ve got going."

Knight Three, "Earth Warlock, you say? What exactly are they doing with all that metal?"

Tavern Owner, (leaning on the table) "Well, you see, the Warlock’s got this spell—‘Create Steel,’ they call it. Takes all that scrap metal and turns it into high-quality sheets, bars, and beams. The process is quick and doesn’t waste any material."

Knight Three, "Impressive. But why use the Ley Line?"

Tavern Owner, "The Ley Line gives the Warlock unlimited magical energy and a boost to the results of their spell. Plus, they can cast the spell as many times as needed without running out of juice. It’s a smart setup."

Knight Three, "And the jobless? What do they get out of it?"

Tavern Owner, "Steel’s helping them out. They bring in the metal, and in return, they get food and a bit of coin. It gives them a way to earn something when they might not find work elsewhere."

Knight Three, (nodding thoughtfully) "Sounds like a beneficial arrangement for everyone involved."

Tavern Owner, "Aye, it is. The streets are cleaner, the jobless have a meal, and the industries get cheap, quality metal. And those who aren’t too fond of magic pretend like they don’t know about it. With the war going on, people don’t rock the boat that delivers for EVERYBODY. These days even with the warlock supply can't keep up with demand."

Knight Three, "Interesting. I’d like to see this operation."

Tavern Owner, "It’s quite a sight, watching all that scrap transform into something useful. Just be mindful of the guards—they take security seriously. Someone took a couple of shots at them. The scavengers don’t want to lose their meal ticket. So they keep an eye out. The industries know, well everyone sort of knows but pretends like they don’t. Old Bones is supposed to be lawless but you know what they say, He who has the gold rules. And that warlock turns garbage into gold."

Knight Three, "Thanks for the information."

Tavern Owner, "Anytime, sir. Enjoy your meal."

The tavern owner moves on to the next table, leaving Knight Three deep in thought about the Earth Warlock's innovative use of magic and its impact on the community.
Following some homeless, Knight Three finds them lined up.
He sees how it works. There is a lot of sorting to categorize the metals. The scavengers get paid by the metal type and weight.

Multiple figures dressed in brown robes with the hood over their heads and masks over their faces perform the spell casting. It is all camouflage to hide the real Earth Warlock. Their heavy lifters transfer the metals to a secure location and guard it.

Then a huge D-Bee easily carries off several hundreds of pounds with ease. D-Bee bodyguards accompanies him.

Tailing him, the D-Bee leaves it outside of the Southside Factory district.

Then he carts away a wagon with food on it.
The transaction popped into Knight Three’s head.
The business bought the food in bulk. The probable said they ate it and called it consumed. Really it was the payment. The recycled metals are kept off the books.

When he got back to the Ley Line they operated at, they handed out the food and something else; Gift cards.

---

Steel's journey is one of constant evolution, shaped by the need to survive, the lure of power, and ultimately, the drive to succeed through any means necessary.

As a teenager, the Warlock lived a life shrouded in secrecy because they have an ugly face. Their personality was shaped by the necessity to survive without the support of parents. Growing up, they learned to rely on their wits and magical abilities to navigate a world that seemed constantly against them.

The Warlock is a highly resilient and resourceful individual with strategic thinking and adaptability. Their life experiences have made them cautious, with a strong sense of self-preservation. Despite their intimidating appearance their quick thinking and innovative use of his magical abilities have allowed them to transition from a life of crime to legitimate business success, always staying one step ahead of those around them.

Steel (An Earth Warlock)
Alignment: Anarchist

Attribute:
I.Q. 12
M.E. 11
M.A. 9
P.S. 14
P.P. 14
P.E. 11
P.B. 4 (wears a Mask often made gold by "Fool's Gold"; +10% to intimidate when it is off)
Spd 24

Hit Points: 31
S.D.C.: 26

6th Level Warlock:

Speaks American & Old French: 98%
Literate in Old French
Lore: Demon & Monster 60%
Lore: Faerie Folk: 55%
Land Navigation: 62%
Wilderness Survival: 65%
Pilot HoverCraft
W.P. Knife
W.P. Handgun
Hand to Hand: Basic
5 Attacks

O.C.C. Related Skills:
Appraise Goods: 65%
Carpentry: 60%
Find Contraband: 46% (At first used to fence stolen goods)
Fishing: 70%
I.D. Undercover Agent: 70% (Steel has to be aware of who is around them)

Lore: D-Bees (Quebec Area): 70% (growing up Only D-Bees did not tease Steel for their ugliness)
D-Bees have a different standard of what is beautiful, so they do not all see the Warlock as ugly. So Steel prefers the company of D-Bees. They are also cheaper than humans and more grateful for the work.

Recycle: 60% (Early life depended on scavenging)
Streetwise: 40% (life on the streets)

3rd Level:
Boat Building: 60%
Whittling & Sculpting: 55%

6th Level:
Appraise Goods (Pro): 80% (Military Goods)

Secondary Skills: 4
Math: Basic: 70%
Pilot: Automobile: 70%
Pilot: Boat: 75%
Running

1st Level:
Life is hard on the streets.
The Earth Warlock began their life with the grind & hustle:
Chameleon (5) (To hide from the authorities, bullies, and criminals)

Create Wood (5 or 10) (Using this spell to create firewood and selling the rest for money).
Mystic Fulcrum (3) (For things too heavy)

2nd Level: Without their parents they struggled to survive.
Fool's Gold (5) (To CON others, and make their mask look golden)
Throwing Stones (4) (1D6 +6 MD; They were broke and needed a surprise weapon)
Wall of Clay (8) (to help them escape thieves & those they stole from)

3rd Level: Life as a criminal; need to escape, intimidate and smuggle).
Dust Storm (5) (Uses to make a get-away)
Earth Rumble (10) (uses to intimidate)
Encase Object in Stone (10) (Smuggling became his trade. This spell allowed him to hide valuables in plain sight, showcasing his ingenuity and meticulous planning)

4th Level: During his time of poverty and homelessness, the Warlock's spells reflected their need for safety and survival.

Animate Object (12) (They often used this spell to create distractions or assist him in tasks, highlighting his creativity and resourcefulness).

Cocoon of Stone (15) (To protect themself while sleeping, they relied on this spell, demonstrating their constant need for security and a safe place to rest).

Repel Animals (10) (Keeping rats and guard dogs at bay, this spell underscored their survival instincts and ability to fend off threats).

5th Level: As their power grew, so did their ambition. The Warlock's spells made them a better crook.
Chasm (25) (to keep people from following him; make a getaway)
Little Mud Mound (30) (henchman)
Travel Through Walls (20) (To get in and out of places; escape)

6th Level: At last, the Warlock is in the money, in the recycle business.
Clay or Stone to Iron (40/60) (Uses to make metal to sell)
Create Steel (34) (Uses to recycle metal for profit)
Mend Metal (30) (uses to repair metal)

Money: 240,000 credits
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

Location: Eastruins Ley Line

The sprawling junkyard. Piles of rusted metal, twisted beams, and discarded machinery form a chaotic landscape. The air is thick with the smell of oil and decay. Amidst this desolation, a group of ragged scavengers enters through a creaking gate, pushing carts laden with their finds from the city’s refuse.

Men, women, and children, clad in tattered clothing, their faces smeared with grime, push and pull their carts. The wheels squeak under the weight of corroded iron, bent steel, and tangled wires. They navigate through the narrow paths between the heaps of junk, their eyes weary but hopeful.

scavengers
(grunting) “This load better fetch a good price.”

(nodding) “Aye, the Warlock’s magic can turn this scrap into gold.”

At the heart of the junkyard stands a makeshift altar, a platform of roughly hewn stones and metal plates.
Upon it, a figure dressed in cloaked in earth-toned robes, stands with arms raised. His hands glow with an ethereal light, fingers tracing ancient sigils in the air. Around him, piles of metal scraps shimmer under the influence of his spell.

Steel (the Earth Warlock)
(chanting)

A surge of magical energy pulses from the Warlock, spreading in ripples across the ground. The scavengers stop and watch in awe, their burdens temporarily forgotten.

The rusted and twisted metal begins to vibrate, the rust flaking off as if blown by an invisible wind. The scraps lift into the air, suspended in a shimmering vortex. Slowly, they merge and reshape, glowing with renewed vitality.

Rusty, bent sheets straighten and smooth out, becoming gleaming, flawless panels.
Jagged rods fuse together, elongating and thickening into sturdy bars and poles.
Twisted girders untwist, their surfaces becoming pristine, ready for construction.

The process is mesmerizing, the air filled with a soft hum as the Warlock continues his incantation. The metal reshapes not just to its original state but into forms more perfect and usable than before. The transformation yields not just the expected amount of metal but 50 percent more, a bounty from the earth itself.

The scavengers cheer and clap, their faces lighting up with joy and relief. They begin to unload their carts, adding their finds to the next pile to be transformed.

(awed) “No need for smelting or machinery.”

(grinning) “Aye, and look at the quality. Better than anything you’d get from a factory.”

As the last of the metal settles into neatly stacked piles, the Warlock lowers their arms, satisfied.

Steel (The Warlock), “The earth provides.”

---

The Process / Schedule:

Noon: Collection. TIme enough for the scavengers to collect.

By noon, the scavengers return, hauling their collections of scrap metal. The Warlock's bodyguards and hired hands help organize the piles of metal, preparing them for the magical transformation. The area buzzes with activity as carts of scrap metal are unloaded and stacked.

The Warlock D-Bees inspects the piles, ensuring they meet the criteria for the spell. The metal scraps, corroded and rusty, are arranged into manageable piles. The Warlock’s bodyguards maintain a watchful eye, ensuring no one disrupts the process.

1:00 PM - Casting
Drawing on the power from the ley line, the Warlock begins casting the spell.

Steel, (chanting) "From ruin to resource, let the earth’s bounty be renewed."

The metal scraps twist and reshape, shedding rust and impurities.

Once transformed, the newly refined metal is moved to a secure storage area. The Warlock’s guards remain vigilant, protecting the valuable materials from theft.

The finished metal products are neatly stacked and cataloged, ready for sale or trade.

Evening: Distribution and Planning

6:00 PM - Preparing for Sale:
As the day winds down, "Steel" closes for the day and reviews the refined metal. Local industries and buyers are notified if the Orders are in, and arrangements are made for delivery or pickup.

---

The presence of Ley Lines combined with an Earth Warlock or at least a mage with the spell "Create Steel" turns the Eastruins into a recycle factory.
The City of Old Bones is unofficially a foundry for metals.
All of which are produces without coal, environmental pollution, safety problems, skilled labor or waste.

Free Quebec and Coalition Intelligence knows about it.
The Coalition has made plays against the Warlock known as "Steel" but no photographs of the person exist.
Their real name is unknown.
Rumors are that he or she is hideous underneath their mask and body covering robes.

Free Quebec Intelligence is brilliant at making excuses not to target "Steel" for assassination.
They close their eyes to the delivery of refined materials and parts out of the factory district to Free Quebec.
Instead they are engaged in a SPY war with the agents loyal to the CS in Old Bones.

The magically recycled metals are supporting Free Quebec's commerical and military industry.
It is sort of like taking blood diamonds or blood oil from another country.
Free Quebec keeps this intelligence compartmentalized.

Meanwhile, Free Quebec's agents attempt to get increasing close to the Warlock.
They also "subtract" CS agents who are attempting to target "Steel."
Their official position is that the Warlock is bait to draw out others and deal with them.
The presumption is that after the War is over the Warlock will be dealt with.
All things are expected to occur according to the timeline of Free Quebec Intelligence.
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Re: Mystic Knight Merc Squad

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Location: A dense forest in Quebec, where a massive tree trunk spans a deep ravine. The tree serves as a precarious bridge, wide enough to walk across but dangerous due to its height and instability. The sun is setting, casting long shadows and a golden hue over the scene.


[The tree trunk spanning the ravine]

In the fading light of day, two formidable warriors face off on a narrow bridge of nature’s making, high above the perilous depths.

[Knight Four’s determined face, his fists clenched into fists of Fury.]

[Orion’s predatory eyes, his claws flexing in anticipation.]

[Both combatants standing at opposite ends of the tree trunk, the ravine yawning below them.]

[The two rush towards each other, meeting in the middle of the trunk with a clash of fists and claws.]

Orion: (growling) This ends now!

Knight Four: (gritting his teeth) For YOU!

[Orion’s clawed hand swiping at Knight Four’s face. He ducks just in time, delivering a powerful punch to Orion’s ribs.]

[The impact sends Orion stumbling, but he quickly recovers, leaping forward with a roar and tackling Knight Four.]

[They grapple, rolling dangerously close to the edge of the trunk. Knight Four lands a knee to Orion’s stomach, forcing him to release his grip.]

Orion: (snarling) You’ll have to do better than that!

[Orion springs to his feet, launching a flurry of blows at Knight Four, who blocks and counters with a series of punches and kicks.]

[Each strike echoes in the forest, the combatants evenly matched, neither giving an inch.]

[Orion lands a heavy blow to Knight Four’s center, sending him teetering on the edge of the trunk. With a fierce yell, Knight Four grabs Orion’s arm, pulling him off balance.]

Knight Four, (shouting) “You’re coming with me!”

[They both lose their footing, tumbling over the side of the trunk.]

[Slow-motion shot of their descent: Orion’s eyes widen in shock, while Knight Four’s expression is one of grim determination.]

[They plummet towards the bottom of the ravine, the forest spinning around them.]

[The bottom of the ravine: A rocky, uneven ground awaits their fall.]

[Orion crashes into the ground with a heavy thud, his body going limp.]

[Knight Four’s descent is different. A faint glow surrounds him as he falls, and just as he impacts, a magical force cushions his landing.]

[Knight Four lands gracefully, unharmed, standing tall over Orion’s body.]

[Knight Four’s face, a mixture of relief and triumph.]

Knight Four: (breathing heavily) The fight is over.

[The ravine, the massive tree trunk looming above, as the sun sets.]

In the depths of the forest, where the line between life and death is as narrow as a fallen tree, magic has determined the victor.

[Sound of the forest settling into night, the distant call of nocturnal creatures echoing through the trees.]
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

Location: A Free Quebec military base, surrounded by dense forest. The base is under heavy attack from the Coalition States Army. Smoke rises from various parts of the base, and the sounds of gunfire and explosions echo through the air.

[The Free Quebec base is under siege, smoke and fire.]

Outnumbered and struggling to hold their ground.

Knight Two: (into the radio) Engage.

Knight Four: (nodding) This is it, men. Hit them hard and fast. Show no mercy.

[The soldiers onboard, checking their weapons and gear, faces set with determination.]

[The helicopters swoop down over the base, guns blazing. The Coalition forces are caught completely off guard.]

[Shot from behind, confusion and panic spreading through their ranks.]

The CS scramble for cover, but the sudden onslaught from behind leaves them disoriented.

The helicopters circle the base, firing down on the CS.

Knight Four activates a jamming device (Electronic Countermeasures), disrupting the Coalition's communications. They cannot call for reinforcements.

The Free Quebec defenders, seeing the support from above, rally and intensify their counterattack.

[Knight Four and Knight Two leap from the helicopters as they hover low over the base, landing amidst the fray.]

Knight Four: (Vibro sword swinging) For Free Quebec! Charge!

Knight Four leads, rifle in one hand, sword in the other, charges against a group of Coalition Skel-bots, his sword cutting through their metal frames with ease.

Knight Two snipes a squad of CS troops.

a pack of Dog Boys, using his agility and combat skills to outmaneuver and defeat them.

[The Free Quebec soldiers, inspired by the arrival of support, keep the CS forces engaged.]

[The CS begins to break.]

CS Officer, (desperately) We need reinforcements!

[But their communications remain jammed, and the fear of reinforcements from Free Quebec causes a third of the Coalition grunts to surrender.]

Free Quebec Soldier: (yelling) Drop your weapons and you will not be harmed!

A large group of CS grunts throws down their weapons, hands raised in surrender.

[Another third of the CS Soldier, seeing no hope of victory, turn and flee into the forest.]

Only a few pockets of die-hard Coalition fanatics, Skel-bots, and Dog Boys continue to fight, refusing to surrender.

[Knight Four and Knight Two deal with these pockets of resistance.]

Knight Four, (clashing with a Skel-bot) We finish this now!

Knight Two, (engaging a Coalition fanatic) Bang. You’re dead!


The remaining Coalition forces are systematically defeated.
The Skel-bots are dismantled.

The Dog Boys are captured alive at the insistence of the Mystic Knights.

The few remaining fanatics, human and Dog Boy, fight to the bitter end but.

Aftermath

[The battlefield falls silent, the smoke clearing to reveal the victorious Free Quebec soldiers and Mercs stand tall amidst the wreckage of the Coalition forces.]

Knight Four, (breathing heavily) Secure the prisoners and tend to the wounded. We’ve won this battle.

Knight Two, (placing a hand on Knight Four’s shoulder) I’m out.

[Knight Two lifts off with the Dog Boy prisoners. As the sun sets behind the forest the Free Quebec Base.]

[Sound of the Free Quebec national anthem playing softly in the background.]
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

[The helicopter flying over dense forests and glistening lakes, the sun rising in the distance.]

High above the verdant expanse of the Midwest, Knight Two embarks on a journey with his unusual cargo—captured Dog Boys.

The interior of the helicopter: Knight Two, his face calm and focused.

[The Dog Boy prisoners are seated, strapped in and visibly tense, their eyes darting around nervously.]

Dog Boy: (whispering to another) What do you think he’s going to do with us?

Dog Boy Next to him: (nervously) I don’t know. But I’ve heard stories about what happens if you try to escape from a moving helicopter...

Knight Two, (overhearing he glances back at the prisoners, his expression softening slightly.]

Another Dog Boy, (hesitantly) “Where are you taking us?”

Knight Two, (pausing for a moment) “Fort Perrion.”

[The Dog Boys exchange worried glances.]

Dog Boy, (nervously) “Why there? Why not just... hand us over to Free Quebec?”

Knight Two, (sincerely) “They kill Dog Boys.”

[Knight Two reaches into a bag and pulls out food, passing it out.]

Knight Two, “Eat.”

[The Dog Boys take the food cautiously, their eyes filled with a mix of gratitude and suspicion.]

Dog Boy, (softly) “Thank you.”

Knight Two, (nodding)

[The helicopter continues its flight, the scenery below changing from dense forests to the open landscapes of Minnesota.]

[The helicopter descends towards Fort Perrion, a once-mighty Coalition base now overrun and partially reclaimed by nature.]

Knight Two, (over the intercom) “In five.”

[The Dog Boys look out the windows, seeing the dilapidated structures and the occasional silhouette of a Xiticix in the distance.]

Dog Boy, (whispering) “This place looks…”

The helicopter lands, and the area is shrouded in the early morning mist, with the ruins of the base looming ominously in the background.

Knight Two, (firmly) “Check it immediately.” [begins handing out CS energy rifles, the Dog Boys receive them with confusion.]

The Dog Boys form a line, stepping forward one by one to receive their energy rifles from Knight Two.

The Dog Boys inspecting their rifles, the weapons glinting in the morning’s light.

The group is shroud by the mist, as they emerge from it, the ruins of Fort Perrion becoming clearer. Suddenly, chittering sounds echo through the area.]
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

Location: Minnesota

Description of Fort Perrion Post Xiticix Attack
The surface has been demolished.

It is littered with the dead bodies of Xiticix and Skel-Bots as well as CS Military vehicles.
The Skel-Bots, as well as the combat vehicles, were used up in the fight for the surface.

The Xiticix Warriors, with the supernatural strength kept hitting until they broke through.

First Floor Underground: Fort Perrion

General Layout

The first floor underground is designed to be the most accessible yet defensible part of the underground complex.

It serves as the initial line of defense if the surface is breached and includes essential facilities for immediate operational needs.

The Main Entrance.
Massive M.D.C. blast door serves as the entrance. The doors open outward and have 300 M.D.C. each.

The underground complex of Fort Perrion is meticulously planned to maximize both defense and operational efficiency. The structure is composed of a series of interconnected sections, each dedicated to specific functions such as command, living quarters, storage, medical care, and maintenance. The layout ensures that critical areas are well-protected and strategically placed to facilitate quick response to any breaches.

Defense Strategies
In the event of a breach, human troops and Dog Boys establish defensive perimeters at key points within the underground complex. Heavy weapons are deployed to cover major access points, while automated defenses provide additional firepower.
The layout includes narrow tunnels that limit Xiticix mobility and focus their numbers into manageable streams. The tunnels are also designed for controlled collapses, are leveraged to maximize the effectiveness of the defense.


Fallback Positions and Evacuation Routes
The underground complex is segmented into multiple fallback positions, allowing for a staggered defense and delaying the Xiticix advance. The secret tunnel to Lake Superior is a critical escape route, providing a concealed exit for potential evacuation.

General Layout

The first floor underground is strategically designed to be accessible from the surface while providing robust defenses to slow down and contain any enemy incursions. It is divided into key sections, each serving specific functions essential for the fort's operations and defense.

Access Points
The main entrance from the surface is heavily fortified, featuring reinforced gates and multiple layers of security. Secondary exits and emergency routes provide access to deeper underground levels, ensuring that troops can retreat and regroup if necessary.

Command Center Annex
Positioned centrally, the command center annex acts as a secondary command hub in case the main command center is compromised. It is equipped with advanced communication systems, tactical displays, and secure rooms for strategic planning and coordination during an attack.

Troop Barracks
The barracks on the first floor accommodate a significant portion of the 1,000 human troops and Dog Boys stationed at Fort Perrion. Designed to maximize space and comfort for the troops.

The barracks include:
Sleeping quarters, personal storage, and common areas where troops can rest and socialize between missions.
Each section is divided into small, manageable units that house squads or platoons. The design facilitates quick mobilization and efficient rest periods, ensuring that troops are always ready for action.

Armory and Ready Room
Located near the main entrance for rapid access, the armory and ready room store weapons and equipment essential for immediate deployment. This area includes lockers, weapon racks, and supply stations for ammunition and gear, ensuring that troops can quickly arm themselves in response to threats.

Medical Facilities
The medical facilities on the first floor are equipped to handle battlefield injuries, providing emergency medical treatment. This section includes emergency care rooms, and equipment to stabilize patients before transferring them to more secure, comprehensive medical facilities deeper underground. Specialized sections are dedicated to treating injuries and illnesses specific to combat against Xiticix, such as dealing with toxins or biological attacks.

SkeleBot Maintenance and Storage
A dedicated area for the maintenance and storage of SkeleBots is crucial for their rapid deployment and operational readiness. This facility includes diagnostic tools, repair stations, and storage for spare parts, ensuring that the SkeleBots remain functional and ready for combat.

Dining Hall and Kitchen
The dining hall and kitchen facilities are designed to accommodate large numbers of troops, providing nutritious meals to maintain their energy and morale. The kitchen is equipped to prepare meals efficiently, and the dining hall offers a comfortable space for troops to eat and socialize.

Recreation and Rest Areas
To maintain morale and mental health, the first floor includes recreation and rest areas. These facilities feature a gym, entertainment rooms, and lounges where troops can relax and unwind after their duties and recover from the stresses of combat, which is crucial for long-term operational effectiveness.

Access Points
Main entrances, staircases, and elevators connect each floor, allowing for efficient movement and communication. Emergency exits and routes are strategically placed to facilitate rapid evacuation and movement during critical situations, ensuring that personnel can quickly respond to threats or retreat to safer areas if necessary.


Second Floor Underground

Key Sections:
Primary Command Center
Central hub for all strategic and operational decisions, equipped with advanced communication and surveillance systems, tactical displays, and secure meeting rooms.

Advanced Medical Facilities
Comprehensive medical units for long-term care and specialized treatment, including trauma centers, surgical suites, quarantine areas, and recovery wards.

Research and Development Labs
Secure areas for technological research, focusing on developing new weapons, defensive measures, and technologies to counter Xiticix.

Intelligence and Surveillance Center
Monitoring and analysis of enemy movements and activities, equipped with advanced surveillance equipment, secure data storage, and processing facilities.

Logistics and Supply Depots
Centralized storage and distribution centers for supplies and ammunition, organized for efficient inventory management and replenishment.

Third Floor Underground

Additional Barracks
Overflow accommodations for troops, ensuring all personnel are housed comfortably and ready for deployment.

Expanded SkeleBot Maintenance Facilities
Enhanced workshops and storage areas for extensive repairs and maintenance of SkeleBots, ensuring they remain operational.

Secure Data and Communication Center
Redundant communication systems and secure data storage to ensure continuous operations, even if primary systems are compromised.

Deep Storage
Areas for critical supplies, providing long-term sustainability and ensuring that the fort can remain operational during prolonged sieges.

Engineering and Environmental Control Systems
Facilities for maintaining environmental conditions and infrastructure integrity, including power, water, and air systems.

Fourth Floor Underground

Secondary Command and Control Backup
An additional command center to ensure leadership continuity in case the upper levels are compromised, equipped with communication and surveillance systems.

Deep Medical Labs
Specialized labs for biohazard containment and advanced medical research, capable of handling unique threats such as biological attacks or unknown pathogens.

Secure Armory
Storage for advanced and experimental weaponry, ensuring readiness for extreme threats and providing a strategic advantage.

Emergency Shelter and Safe Zones
Areas designed for troop and personnel safety during critical emergencies, equipped with life-support systems and provisions for extended stays.

Redundant Power and Water Supply Systems
Backup systems to maintain essential services and operations under any circumstances, ensuring that the fort remains functional even in the face of catastrophic events.

A switchback incline for power armor and vehicles to ascend to the surface level for deployment. A CS engineer deemed it to be easier and safer for armor and vehicles to travel up an incline than an elevator. While most vehicles and armor are heavy so they are not stored about other floors when not on the surface.

Ground Vehicle Bays
Spacious bays for maintenance and repairs of hover tanks, APCs, and combat robots. Equipped with heavy-duty lifts, diagnostic tools, and repair stations.

Air Vehicle Hangars
Dedicated hangars for helicopters and sky cycles with repair tools, fuel stations, and storage for spare parts.

Watercraft Docks
Secure docks and maintenance areas for sea-based vehicles and power armor, including dry docks for submersible units and underwater repair facilities.

Power Armor Bays
Specialized bays for power armor maintenance, equipped with diagnostic tools, repair stations, and storage for spare parts and weaponry.
Repair and Logistics:

Workshops: Equipped with advanced tools and staffed by skilled technicians to handle repairs and regular maintenance of all vehicles and power armor.

Spare Parts Storage
Secure areas for storing parts and materials necessary for vehicle and power armor upkeep, ensuring quick access to essential components.

Logistics Centers
Central hubs for managing the distribution of supplies and parts, ensuring all units remain operational and ready for deployment at all times.


Defensive Features

Reinforced Structural Design
Each floor features thick, reinforced Mega Damage walls and blast doors designed to withstand heavy attacks and ensure the safety of personnel and critical systems. Strategic choke points are integrated into the design to control and manage enemy movements, maximizing defensive effectiveness.

Automated Security Systems
Advanced automated defenses, including turrets, traps, and sensors, are installed throughout the complex. These systems are integrated with the command centers on each floor, allowing for real-time monitoring and rapid response to any breaches. The security systems provide continuous protection with minimal human oversight.

Fallback and Contingency Plans
Each floor includes designated safe zones and fallback positions, providing secure areas for troops and personnel to regroup and mount counterattacks. Clearly marked evacuation routes and emergency response protocols ensure all personnel can execute evacuation plans efficiently if necessary.


Major William Cross
The current commanding officer is known for his expertise in guerilla warfare and covert operations. His leadership is characterized by a focus on precision and stealth.

IQ. 12
M.E. 11
M.A. 17
P.S. 18
P.P. 16
P.E. 15
P.B. 9
Spd. 23

Hit Points: 43
S.D.C.: 76

Minor Psychic
I.S.P.: 46
Empathy (4)
Meditation (0)
Speed Reading (2)

O.C.C. Skills:
Math: Basic: 98%
Radio: Basic: 95%
Radio: Electronic Countermeasures: 75%
Language: American at 98% and Intuit (+20%).
Lore: Demon/Monster: 70%
Boats: Motor & Hydrofoils: 98%
Pilot: Robots & Power Armor: 87%
Pilot: Robot Combat Elite: Special Forces SAMAS
Climbing: 95%
Detect Ambush: 80%
Detect Concealment: 75%
Intelligence: 70%
Land Navigation: 74%
Prowl: 80%
Running
Streetwise: 81%
Wilderness Survival: 80%
Boxing
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Handgun
W.P. Knife
Hand to Hand: Commando - 8th Level

O.C.C. Related Skills: Select four skills from one of the following area:
Demolitions: 96%
Military Leadership:
Military Etiquette: 85%
Parachute: 90%

4th:
Interrogation: 65%
Undercover Ops: 65%

8th:
Gymnastics
Sniper

Secondary Skills: 4
First Aid: 80%
Lore: Magic: 60%
Lore: Psychics & Psionics: 60%
Optic Systems: 65%

2nd
Boats: Motor & Hydrofoils: 80%
Swimming: 75%

7th
Public Speaking: 35%
Lore: Xiticix: 35%

Captain Elena Martinez
Second-in-command, responsible for logistics and support operations. She plays a key role in maintaining the fort’s readiness and efficiency.
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

Location: Nearby Fort Perrion

The battlefield is a ravaged expanse near Fort Perrion, with the ground scarred by recent combat and the air thick with the scent of blood and decay as a breeze carries the scent of death away from the platoon of Dog Boys and their leader, the Mystic Knight known as Knight Two.

The air is thick with the acrid smell of smoke and charred metal, mingling with the pungent scent of blood and decay.

The once solid ground is now a macabre mosaic of death and destruction, scattered with the lifeless forms of Coalition grunts, SkeleBots, and Xiticix warriors.

Clusters of surviving Xiticix Warriors move methodically across the battlefield, their insectoid limbs clicking and their multifaceted eyes reflecting the dim, smoke-filled light. These survivors, driven by a primal hunger, have begun to devour the dead bodies of the fallen Coalition grunts.
They rip through armor and flesh with mandibles designed for tearing, consuming the corpses with a savage efficiency that speaks to their alien nature. The sounds of rending flesh and cracking bone fill the air, a grisly symphony of consumption.

Around them, the bodies of the CS lie where they fell, their lifeless eyes staring blankly into the overcast sky. Their armor or uniforms, once symbols of order and power, are now torn and stained with blood and mud.

The Xiticix pay no heed to the weapons and equipment scattered around the bodies, their sole focus on the gruesome feast before them. Personal effects, dog tags, and photos of loved ones are trampled underfoot, forgotten in the chaos.

Intermingled with the human dead are the shattered remains of SkeleBots, their once-gleaming metallic exteriors now twisted and broken. Sparks flicker from exposed wires, and hydraulic fluids pool beneath them, mixing with the blood-soaked earth. These mechanical warriors, destroyed by the relentless Xiticix assault. Some SkeleBot heads still flicker with faint, erratic light, their artificial eyes staring vacantly.

The bodies of fallen Xiticix warriors are already beginning to decompose at an accelerated rate. The peculiar biology of these creatures ensures their swift return to the earth, their exoskeletons breaking down into a nutrient-rich substance that attracts swarms of ants.

These tiny scavengers work tirelessly, dismantling the alien corpses piece by piece, their activity a stark contrast to the chaotic violence that brought the Xiticix down. This rapid decomposition process makes the Xiticix remains excellent fertilizer, enriching the soil and providing sustenance for other creatures in a grim cycle of life and death.

The surface of Fort Perrion, littered with the remains of the battle, is a harrowing sight. The fort itself stands battered but unbreached, its walls bearing the scars of the recent assault. Smoke still rises from smoldering craters and damaged turrets, evidence of the fierce defense mounted by the Coalition forces.

Despite the devastation, there is a grim sense of equilibrium in the scene. The Xiticix warriors, uninterested in looting the fort or claiming trophies, focus solely on their immediate need for sustenance. The battlefield, with its grotesque mixture of human, robotic, and alien remains, becomes a tableau of survival and the relentless march of nature reclaiming the fallen.

As the Xiticix continue their gruesome meal and the ants industriously dismantle the remains of their kin.

.
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

The sun stands high in the sky, raining down UV light across a desolate stretch of land near Fort Perrion. The landscape is a mix of jagged rocks and sparse, twisted vegetation, scarred by past battles. A light breeze carries the faint scent of ozone and burnt flesh, a grim reminder of the ongoing war against the Xiticix.

Positioned downwind from the Xiticix, the Dog Boys and Knight Two, lie in wait. Their position provides excellent cover, blending seamlessly into the surrounding terrain.

Each Dog Boy is equipped with a high-powered energy rifle, the barrels resting on bipods for stability.

Knight Two, surveys the battlefield through the scope of his rifle. His keen eyes, enhanced by bio-system cybernetics, track the distant forms of Xiticix warriors.
The Xiticix, unaware of the deadly threat, continue eating, their chitinous exoskeletons glinting in the light.

Knight Two silently signals the Dog Boys to target the Xiticix warriors one by one. The Dog Boys nod in understanding.

Knight Two takes a deep breath, his finger resting lightly on the trigger. He aligns the crosshairs of his scope with the head of a Xiticix warrior.

The creature, oblivious to the danger, scans the horizon with its multifaceted eyes.

With a steady exhale, Knight Two squeezes the trigger. The energy rifle hums softly as it discharges a concentrated beam of searing light. The shot is nearly silent, but its effect is immediate and devastating. The Xiticix warrior’s head is vaporized in an instant, the body collapsing in a lifeless heap before the other Xiticix even register what has happened.

The Dog Boys follow suit, their energy rifles firing in near-unison. Each shot is precise, striking the Xiticix in vital spots—the neck. The beams of energy cut through the air, invisible to the naked eye, but their impact is undeniable.

One Dog Boy, a veteran sniper with a keen eye, lines up a shot on a Xiticix warrior. He takes the shot, and the beam pierces the creature's thorax, causing it to crumple to the ground.

Another Dog Boy targets a Xiticix warrior perched on a ledge, its wings twitching. The shot severs the wings, sending the creature plummeting into the abyss below.

The Xiticix, realizing they are under attack, begin to move erratically, but it’s too late.

The Dog Boys maintain their calm, firing shot after shot with lethal accuracy.

Knight Two watches over them, his presence a steadying force. He picks off stragglers, his shots never missing their mark.

The war zone falls eerily silent as the Xiticix warriors are systematically taken down.

The air is thick with the tension of the hunt, the only sounds being the faint hum of the energy rifles and the occasional crackle of dying energy as a Xiticix is hit.

Within minutes, the battlefield is littered with the bodies of fallen Xiticix warriors, their lifeless forms scattered like broken dolls across the landscape. The Dog Boys and Knight Two lower their rifles, scanning the area for any remaining threats.

Satisfied that the job is done, Knight Two signals the all-clear. The Dog Boys slowly rise from their positions, stretching their limbs after the long, tense vigil.

The battlefield is eerily silent now, the echoes of the sniper fire fading into the twilight.

The setting sun casts a reddish hue over the land, where the bodies of the fallen Xiticix warriors lie scattered, their lifeless forms dissolving into the earth. The position where the Dog Boys and Knight Two had taken their sniper positions is still, the tension palpable.

Knight Two stands tall, his energy rifle, the same one he used to lead the deadly assault on the Xiticix, rests in his hands. The Dog Boys, still on edge from the battle, begin to lower their rifles, their eyes shifting warily between each other and Knight Two.

With the immediate Xiticix threat neutralized, some Dog Boys turn their rifles on Knight Two.

Knight Two turns on the radio on his shoulder and it crackles to life.
“Report,” his voice steady, betraying nothing of the tension that has begun to thicken in the air.

The Radio: “Ready for rapid egress and emergency medical treatment,” the voice of the helicopter crew reports, their tone professional, unaware of the brewing conflict on the ground.

As the radio clicks off, Knight Two’s eyes scan the Dog Boys, reading the unease on their faces.
“Inventory,” he orders calmly, as if the tension was simply a lingering effect of the battle, nothing more.

The Dog Boys begin to murmur among themselves, voices low but filled with a growing disquiet. “We’re low on E-clips… no rations left…” The reality of their situation begins to weigh on them, and with it, the growing suspicion of the man who led them here.

Then, one of the Dog Boys steps forward, his rifle raised. His voice, usually steady, now shakes with fear and uncertainty. “Put your rifle down… or ELSE!”

Knight Two, merely shakes his head in response, a simple, deliberate motion. The refusal is a quiet act of defiance, a calm rejection of the Dog Boys need to control the situation and dominate or destroy him.

The tension snaps like a coiled spring. Another Dog Boy, standing just behind Knight Two, fires his energy rifle. The beam of concentrated energy strikes Knight Two squarely in the back, a shot that would have cut down any normal man where he stood.

But Knight Two doesn’t fall. He doesn’t even flinch.

The Dog Boys freeze, their eyes widening in shock and disbelief. The energy blast dissipates harmlessly against his flesh, leaving him untouched. For a brief, terrifying moment, time seems to stand still as the reality of what just happened sinks in.

The Dog Boys stare at Knight Two, their expressions a mix of fear, confusion, and awe. They had seen what the energy rifles could do—had seen them tear through Xiticix warriors with ease. But Knight Two, had just shrugged off a direct hit as if it were nothing.

It’s the first time any of them have witnessed something like this. Knight Two, was no ordinary human. He was something else, something they had been taught to fear and distrust. And that realization terrifies them.

Knight Two slowly turns to face the Dog Boys, his expression unreadable. His rifle remains in his hands, the same weapon he had given them to snipe the Xiticix warriors.

He doesn’t raise it, but the implication is clear. He could. And they know now that their weapons, the very ones he had provided, are useless against him.

The Dog Boys, their concentration torn between their training and the man who had led them here, hesitate. The fear in the air, a cold, creeping dread that leaves them rooted to the spot. They know they can’t kill him, but they also know he is armed, powerful, and seemingly invincible.

Knight Two looks at each of them, his gaze steady, almost sympathetic. “The mission comes first,” he says, his voice calm, yet carrying a weight of authority that demands attention.

The Dog Boys exchange glances, their grip on their rifles tightening. The fear is still there, gnawing at their resolve, but so is the memory of the battles they’ve fought together, the victory.

Knight Two lowers his rifle slightly, a gesture meant to show he is not their enemy, even if they now see him as something other than human.

The standoff remains unresolved, the Dog Boys must now decide whether to stand by the man who has led them so far, or to succumb to their coalition indoctrination.

The battlefield around Fort Perrion is a desolate wasteland of death and destruction, bathed in the eerie light of a cloud-covered moon. The ground is littered with the shattered remnants of combat—twisted metal, scorched earth, and the decaying bodies of Xiticix warriors. A cold wind whistles through the remains of the skirmish, carrying with it the faint stench of burning oil and decaying flesh. The once formidable SkeleBots, now reduced to mangled scrap, lie scattered across the landscape, their once-glowing eyes now dark and lifeless.

Knight Two moves silently through the aftermath, blending with the shadows that stretch long in the moonlight. Each step is deliberate, his eyes scanning the battlefield with a practiced intensity, searching for anything that might be of use.

As he walks, Knight Two spots a CV-213 Robot Variable Laser Rifle lying half-buried beneath the broken torso of a SkeleBot. The weapon, still gleaming despite the grime and blood that coats it, catches his eye. Without hesitation, he steps over the twisted remains of a Xiticix warrior and bends down, lifting the rifle with a fluid motion. The weapon is heavier than a standard rifle, but to Knight Two, it feels like nothing more than an extension of his own will.

He finds a Xiticix Sword he likes and picks it up.

Knight Two continues his grim scavenging, methodically moving from one fallen SkeleBot to the next. Each time he finds a CV-213 Laser Rifle, he slings it over his shoulder, securing the weapons in a makeshift harness that he has fashioned from discarded straps and belts. The weight of the rifles accumulates, but Knight Two's pace never falters. His eyes remain sharp, his senses heightened by the awareness that danger might still lurk in the shadows.

The battlefield is a maze of debris and death, with Xiticix bodies piled high in some areas, their limbs tangled in grotesque poses.

Knight Two steps over them with a cold detachment, his focus entirely on his mission. The Xiticix bodies, in various stages of decay, exude a sickly-sweet odor that permeates the air, but Knight Two pays it no mind. His thoughts are on the weapons he collects, and on the entrance to Fort Perrion that he knows must be nearby.

Finally, after what feels like an eternity of searching, Knight Two spots the entrance to Fort Perrion—a heavily reinforced door set into the side of a low, bunker-like structure. Relief is fleeting, however, as he notices the blockade of dead Xiticix warriors that obstructs the way. The bodies are piled several feet high, their chitinous exoskeletons broken and bleeding from countless wounds. Some are still in the process of decomposing, their remains already being consumed by the relentless march of time and the natural scavengers that follow in the wake of battle.

Knight Two approaches the mound of corpses, his steps careful as he assesses the situation. The Xiticix have fallen in such numbers that they have formed a nearly impenetrable wall, their bodies tangled together in death just as they fought together in life. The stench is overwhelming here, a nauseating mix of rot and chemical discharge from ruptured internal sacs.

With a resigned sigh, Knight Two unslings one of the CV-213 Laser Rifles from his back. He sets the other rifles aside, within easy reach, and begins to work on clearing the entrance.

He pushes and pulls at the bodies, dislodging them from their macabre heap. The task is arduous, each movement releasing a fresh wave of foul air that clings to his armor and fills his lungs. But Knight Two is relentless, driven by the need to gain access to the fort.

Some of the Xiticix bodies are lighter, their decomposition advanced enough that they crumble under the pressure, but others are still heavy with the weight of recent death. Knight Two grits his teeth, leveraging his strength to pull one particularly large warrior out of the way, the creature's mandibles still locked in a final, futile snarl. It takes time—long minutes that stretch out as he clears enough of the bodies to create a narrow passage to the entrance.

Finally, after what feels like an eternity, Knight Two steps back and surveys his work. The entrance is partially clear, the remaining Xiticix bodies forming a grisly border around the narrow gap he has created. Satisfied, he retrieves the CV-213 Laser Rifles he had set aside, carefully securing them to his back once more.

With a final glance at the battlefield behind him—a silent acknowledgment of the grim task completed—he notices the Dog Boys have looted the battlefield for weapons. They have been silently following him and watching. Knight Two steps over the last of the fallen Xiticix and moves toward the entrance revealing the darkened interior of Fort Perrion.

As he steps inside, the air inside the fort is cooler, quieter—a stark contrast to the chaos he has just left behind.

---

Rex, (Kneeling beside a fallen SkeleBot, pulling out a CV-213 Laser Rifle and checking its condition) “Keep your eyes open. This place may look dead, but I don't want any surprises.”

Fang, (Glancing around nervously, his ears twitching) “No kidding. I don't trust him (Knight Two). He just walked into Fort Perrion like he owned the place. We haven’t seen him since.”

Max, (Hauls a laser rifle over his shoulder, his deep voice rumbling) “He took that blast like it was nothing. He’s a... you know... a magic user.”

Spotm (Laughs darkly, examining a damaged energy rifle) “The way he shrugged off that shot, I’d say he’s got some serious mojo. Ain’t natural, that’s for sure.”

Scraps, (Pausing to add a half-charged E-clip to his pouch), “Yeah, well, I don't care what he is. What matters is he’s in there, and we’re out here. We’ve got enough on our plates without worrying about some mystical freak.”

Rex, (Grunts in agreement, standing up with a rifle in hand) “That’s the truth. But we still need to decide what we’re gonna do next. We’re low on ammo, and we’ve got no rations left. And our Jailer… the man who led us here just vanished into a hole full of who-knows-what.”

Fang, (Frowning, his tail flicking nervously) “What if he doesn’t come back? What if he’s planning something? What if he’s... against us?”

Max, (Looking at Rex for guidance) “Do we really have a choice? We’re soldiers. We follow orders. Even if they’re from someone... different.”

Spot, (Shrugs, trying to lighten the mood but not quite succeeding) “Look, maybe he’s not so bad. He did help us out of Free Quebec instead of letting the Free Quebec humans kill us. Together we took down those Xiticix. You think he’d go through all that just to turn on us now?”

Scraps, (Skeptical, but practical) “Maybe. Or maybe he’s got his own agenda. We finish scavenging, rearm, and prepare for anything.”

Rex, (Nods, taking charge again) “Scraps is right. We can’t sit here and wait to see what happens. We’ve got enough energy rifles now, but keep looking for E-clips and anything else useful. We’re gonna be ready for whatever comes next—whether it’s more Xiticix, Knight Two, or a damn miracle.”

Fang, (Reluctantly agrees, still uneasy) “Fine, but I say we keep one eye on the fort. If he comes back... we need to be ready.”

Max, (Grumbles in agreement, following Rex’s lead) “Yeah... ready.”

Spot, (Grins slightly, trying to lighten the mood again) “Well, if he’s planning something, he better hope it’s not against us. We might not be able to shoot him, but I’d like to see him try to outrun a pack of angry Dog Boys.”

Rex, “Alright, listen up. I know this situation isn’t what we’re used to. We were in a bad spot with Free Quebec, and Knight Two pulled us out. He’s armed us, fed us, and hasn’t treated us like dirt. But that doesn’t mean we let our guard down.”

Fang, “He’s not Coalition. That much we know. But he hasn’t given us a reason to turn on him yet. We’re still breathing, and we’re still armed.”

Scraps, “I say we keep following him for now. He hates the Xiticix as much as we do. That’s enough for me, at least until we know more.”

Max, “What if we’re just his pawns?”

Spotm “Then we watch him close. If he crosses the line, we deal with it. But until then, we stick together and see where this goes. We’ve fought worse than this.”

Rex, “Agreed. We stay together, and we keep our options open. Knight Two might be our best bet for now, but we don’t owe him anything.”

The Group, (Nods, each Dog Boy returning to their task with renewed focus and determination)

The Dog Boys continue scavenging the battlefield, their conversations filled with a mix of suspicion, pragmatism, and dark humor. They’re soldiers first, and despite their unease about the situation, they know they must stay focused on survival. The tension is palpable, but their loyalty to each other and their training keeps them grounded, even as they grapple with the uncertainty of what might come next.
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

Location:
The air is thick with the metallic tang of blood, the stench of decaying flesh, and the lingering scent of burnt ozone from countless energy blasts. The lighting is dim, with many overhead lights flickering or completely dark, casting long, erratic shadows across the corridor. The once-sterile walls are now smeared with blood, ichor, and scorch marks, bearing the grim testament to the battle that raged here.

Knight Two stands still for a moment, allowing his eyes to adjust to the dim lighting. His hand tightens around the hilt of his sword, while his other hand grips one of the CV-213 Laser Rifles he had scavenged earlier. The silence is almost oppressive, broken only by the occasional distant drip of leaking fluids and the faint hum of emergency power systems struggling to keep the fort functional.

Before him, the corridor stretches into darkness, littered with the bodies of the fallen—both human and Xiticix. The Xiticix corpses are twisted in death, their insectoid limbs splayed in grotesque poses. Some are riddled with laser burns, while others have been brutally torn apart by Coalition soldiers in close-quarters combat with vibro-blades. The human soldiers lie where they fell, their faces frozen in expressions of grim determination, their hands still gripping their weapons.
Knight Two moves forward with purpose, his footfalls echoing softly in the eerie silence. He steps carefully over the bodies, his eyes scanning every shadow and darkened corner. His senses are heightened, alert for any sign of movement or life. The corridor branches off into multiple rooms and hallways, each of which he must search.

He enters the first room on his left, which appears to have been a defensive checkpoint. The walls are pockmarked with bullet holes and scorch marks, and the furniture has been overturned or shattered. Xiticix bodies are piled against one wall, indicating that the soldiers made a final, desperate stand here before retreating. Knight Two inspects the room carefully, kicking over debris and checking the corners, but finds nothing alive—only the dead and their discarded weapons.

Knight Two moves from room to room, his methodical search taking him deeper into the first floor. He finds more evidence of the fierce battle that took place: a medical bay with shattered equipment and blood stained floors, where soldiers tried to make a stand but were overrun; a storage room with supplies scattered and destroyed in the chaos; a communications room where consoles have been smashed apart, wires hanging like exposed nerves.

In every room, he looks for survivors—any sign of life. But all he finds are the remains of brave soldiers who fought to the end. Their bodies tell the story of their last moments, defending their fort until the Xiticix numbers became too overwhelming.

As he moves through the corridors, Knight Two occasionally hears a faint rustling or a low, chittering sound, but when he investigates, he finds only dying Xiticix warriors, their life forces rapidly draining away. He ends their suffering with quick, efficient strikes, showing no mercy. These creatures had overrun the fort and slaughtered its defenders; they deserve no less.

Finally, Knight Two arrives at what remains of the command center. The heavy blast door is partially ajar, its control panel sparking intermittently. The inside is a scene of devastation—consoles have been clawed, and the large holographic map of the battlefield flickers weakly, showing the last known positions of the Xiticix and Coalition forces.

Knight Two steps inside cautiously. The room is littered with the bodies of officers and their aides, all of whom died at their posts. In the center of the room, however, he notices movement—a faint stirring beneath a pile of debris.

He swiftly moves to the spot, lifting a heavy piece of rubble to reveal a Coalition officer, barely alive. The officer’s face is pale, his uniform soaked with blood from a deep wound in his side. His eyes flicker under their lids.

Knight Two, (Calmly, as he kneels beside the officer)

The wounded officer is too injured. Knight Two quickly assesses the wound and applies a field dressing from the officer’s own kit, stabilizing him as best he can. The officer’s breathing steadies, but he is still in critical condition.

Knight Two gathers what he can from the room—field reports, data drives, and operational plans—before lifting the officer onto his shoulder. The weight is substantial, but Knight Two bears it without complaint. The officer needs to be evacuated, but Knight Two knows his work is not yet done.

As he makes his way back through the corridors, he pauses occasionally to collect usable weapons and gear from the fallen SkeleBots and soldiers. Every CV-213 Laser Rifle he finds is added to his growing collection, and he takes special care to pocket any E-clips he encounters.

The trip back to the entrance is slow, burdened by both the officer and the weight of his scavenged weapons, but Knight Two endures. The eerie silence of the fort is unsettling, and he can’t shake the feeling that something—or someone—might still be lurking in the shadows.

When Knight Two finally reaches the entrance, he finds it blocked again—this time by more bodies of Xiticix warriors who seem to have crawled to their deaths after succumbing to their wounds. With a resigned sigh, Knight Two sets the officer down gently and begins the grim task of clearing the way. His movements are steady, methodical, as he drags the lifeless Xiticix aside, creating enough space to maneuver through.

Once the entrance is clear, Knight Two lifts the officer again and steps through the doorway, leaving the blood-soaked first floor behind. The cold air of the night greets him as he exits the fort, but Knight Two doesn’t pause. He has a survivor to rescue, weapons to secure, and a war to continue fighting.

---

The battlefield surrounding Fort Perrion is still, the eerie silence punctuated only by the occasional clatter of metal as the Dog Boys sift through the wreckage of fallen SkeleBots and dead Xiticix warriors. The moon hangs low in the sky, casting long shadows over the landscape, making the entire scene feel surreal and otherworldly. The Dog Boys, focused on their grim task, move with a sense of purpose, collecting weapons and anything else of value from the battlefield.

The Dog Boys have scattered slightly across the battlefield, working in small groups. Their hands are dirty, their faces marked with grime and the cold sweat of battle, but their focus remains on looting weapons from the dead. Some have already slung several CV-213 Laser Rifles over their shoulders, while others are busy prying E-clips from destroyed SkeleBots. Despite the uneasy silence, they murmur among themselves, trying to make sense of their situation and what their next steps should be.

Suddenly, the sound of heavy footsteps draws their attention. Knight Two emerges from the entrance of Fort Perrion’s, stepping into the moonlight. His imposing figure cuts a striking silhouette against the dark backdrop of the fort. He is heavily burdened, carrying a wounded Coalition officer over one shoulder and a collection of looted weapons strapped across his back.

The sight of Knight Two, unharmed and carrying the spoils of war along with a survivor, sends a ripple of surprise and tension through the Dog Boys. Their looting slows, and they exchange glances filled with a mix of curiosity, wariness, and something akin to respect.

Rex, (The unofficial leader of the Dog Boys, standing tall and watchful, narrows his eyes as he takes in the scene) “He’s back… and he brought company.”

Fang, (Eyes widening as he sees the wounded officer slung over Knight Two’s shoulder) “He’s carrying… looks like one of ours… barely alive.”

Spot, (Pauses mid-loot, a half-smile playing on his lips as he spots the rifles Knight Two has collected) “And here I thought we were the only ones who knew how to scavenge. Guess he’s got a nose for it too.”

Max, (Straightens up, his massive frame tense as he watches Knight Two approach) “He doesn’t look like he’s been in a fight. Not a scratch on him… What kind of man is he?”

Scraps, (Still crouched over a dead Xiticix, but now looking up at Knight Two with a wary expression) “Whatever he is, he’s strong. And smart. He’s got more firepower on him than the lot of us put together.”

As Knight Two approaches, the Dog Boys instinctively form a loose semicircle, watching him closely. Their postures are cautious but not overtly hostile—more like soldiers awaiting orders from a superior officer.

They can see the effort it takes for Knight Two to carry the wounded officer and the weight of the weapons, yet he moves with the same calm, deliberate grace they’ve come to associate with him.

Knight Two sets the wounded officer down gently on a relatively clear patch of ground and begins to unstrap the rifles from his back. The Dog Boys remain silent, watching his every move. The tension in the air is thick, as if they’re all waiting for him to speak first.

Knight Two looks up at the Dog Boys, his expression calm and unreadable. He acknowledges their wary stares with a nod, then gestures to the weapons he’s collected.

Knight Two, (In a steady, authoritative voice) “Fort’s lost.”

He pauses, his gaze shifting to the wounded officer lying beside him.

“Never leave a man behind.”

The Dog Boys exchange glances, their initial wariness softening slightly. Rex steps forward, nodding in agreement.

Rex, “You fought your way through all those bugs and brought him out alive. That’s something. What we’re doing next.”

Fang, still on edge, speaks up from the side.

Fang, “We’ve been looting too. Got enough firepower to take on another swarm, if we have to. Are we staying here? Or are we moving out?”

Knight Two looks at each of them, sensing their apprehension but also their readiness to fight. He knows if they don’t trust him they will eventually flee or attack him. Then he will have to kill them ALL.

Knight Two, (Turns on his radio and signals the chopper) “Medevac.”

Max, (Grunts in agreement, crossing his arms over his broad chest)

Spot, (Shrugs, but there’s a hint of a smile in his tone) “I’m in.”

Scraps, (Nods, his eyes still on the loot) “We keep what we find. No sense letting it go to waste.”

Rex, (Steps closer, meeting Knight Two’s gaze with a steady look) “We’ll follow.”

Knight Two's chopper quickly and quietly flies in and picks up the officer and the medic gets to work on him. They throw in the loot, then chopper flies off.
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darthauthor
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Re: Mystic Knight Merc Squad

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Knight Two, his expression unreadable beneath his helmet, reaches for the radio clipped to his belt. He pulls it to his lips and speaks with calm authority, his voice cutting through the stillness of the night.

There is a brief crackle of static, then a clear, professional response from the helicopter crew.

Radio, “Copy. Medevac en route. ETA two minutes.”

Knight Two takes a step back, scanning the sky as he waits for the helicopter. The Dog Boys, sensing the urgency in his voice, begin to gather closer, their eyes trained on the horizon.

Within moments, the faint hum of rotors becomes audible, growing louder as the electric helicopter approaches. It appears on the horizon like a silent phantom, moving swiftly and quietly through the air. The helicopter’s matte black exterior reflects no light, blending seamlessly with the night sky. As it nears, it descends rapidly but with precise control, its rotors cutting through the air with barely a whisper.

The helicopter touches down on the battlefield with a soft thud, its landing skids barely kicking up any dust. The rear door of the helicopter slides open immediately, revealing the crew inside, already in motion.

Two crew members, dressed in black combat uniforms and equipped with medical gear, leap out of the helicopter and rush to Knight Two’s side. They work with practiced efficiency, one of them crouching beside the wounded officer while the other sets up a portable stretcher.

The first crew member, a medic, quickly assesses the officer’s condition, checking his vitals with swift, professional movements. His face is calm, focused, as he begins to administer emergency medicine on the spot—injecting a stimpack to stabilize the officer’s heart rate and applying pressure to his wounds to stem the bleeding.

Knight Two, (Nods to the medic)

The medic doesn’t waste time with words, simply nodding in acknowledgment as he continues his work. With the officer stabilized enough for transport, the crew lifts him onto the stretcher and carefully carries him into the helicopter, securing him inside where the medic continues his work, hooking him up to an IV and monitoring his vitals.

As the officer is secured inside, the other crew members step out to help the Dog Boys and Knight Two load the collected weapons and supplies into the helicopter. The process is swift and efficient, with the crew moving quickly to ensure everything is stowed securely. The Dog Boys work alongside them, passing up bundles of CV-213 Laser Rifles, E-clips, and other scavenged gear. Each item is carefully placed in the helicopter’s storage compartments, ensuring nothing is left behind.

Once the wounded officer and the loot are safely aboard, the crew chief gives Knight Two a thumbs-up, signaling that they’re ready to leave. The Dog Boys step back, watching as the crew members climb back into the helicopter and secure the doors.

Knight Two stands at the edge of the landing zone, his cape billowing slightly in the wind kicked up by the rotors. He watches as the helicopter’s engines hum to life, lifting the craft smoothly off the ground. The helicopter ascends rapidly, the noise barely registering as it blends into the night sky, disappearing as swiftly as it came.

As the sound of the helicopter fades into the distance, Knight Two turns back to the Dog Boys. The battlefield is quiet once more, the eerie stillness returning. The Dog Boys, still watching the sky, seem momentarily lost in thought, reflecting on the rapid and efficient departure.

Knight Two gives a final nod, as if to confirm that the mission is far from over. Without a word, he begins to lead the group away from the landing zone, their minds already turning to what lies ahead. The helicopter, now a distant memory, has taken with it a wounded officer and the spoils of war—but the Dog Boys know that their fight is far from finished.


The air outside is still and cold, carrying the faint scent of decay from the battlefield. The moonlight barely penetrates the shadows within the entrance to Fort Perrion, leaving the interior shrouded in darkness and mystery. Knight Two stands at the threshold, his hand gripping the hilt of his sword as he prepares to re-enter the fort.

Knight Two steps forward with purpose, his movements fluid and controlled as he crosses the threshold into the darkened corridor.

Inside, the air is heavy and stale, thick with the lingering odor of blood, burnt metal, and the unmistakable scent of Xiticix ichor. The dim lighting from the emergency systems casts long, flickering shadows that dance across the walls, making the fort feel like a place suspended between life and death.

Knight Two pauses just inside the entrance, his eyes adjusting to the gloom. The corridor ahead is littered with the bodies of both Xiticix warriors and Coalition soldiers, a silent testament to the fierce battle that unfolded here. The walls bear the scars of energy blasts and the deep gouges left by Xiticix claws. Pools of dark, congealed blood and ichor create a treacherous path, making each step deliberate and cautious.

The eerie silence is broken only by the faint hum of the fort’s struggling power systems and the occasional distant drip of leaking fluids. Knight Two’s senses are heightened, alert for any sign of movement or danger. He knows that the first floor is likely clear of immediate threats, but the possibility of a lingering Xiticix or other dangers cannot be discounted.

Knight Two begins to move down the corridor, his footsteps quiet and measured. He systematically checks each door and corridor he passes, searching for the access point to the second underground floor. The fort’s layout is familiar to him, but the devastation wrought by the Xiticix has altered the landscape—blocked passageways, collapsed ceilings, and debris make navigation difficult.

He enters what was once a security checkpoint, now a scene of utter destruction. The blast doors leading deeper into the fort are twisted and partially open, jammed by the bodies of several Xiticix warriors who tried to force their way through. Knight Two carefully moves the bodies aside, grimacing slightly at the slick ichor that stains his gloves.

Beyond the checkpoint, he finds a stairwell leading down—a narrow, industrial-looking staircase that spirals into darkness. The emergency lighting flickers intermittently, casting the stairs in an unsettling, strobe-like light. Knight Two pauses at the top of the stairs, listening intently. The faint sound of dripping water echoes from below, but there is no sign of movement.

---

Knight Two tightens his grip on his sword and begins his descent. The metal steps creak softly under his weight, the sound almost swallowed by the oppressive silence. The walls here are unmarked, a stark contrast to the carnage above, but the further he descends, the more the air becomes cooler, thicker, and tinged with the faint scent of dampness and machinery.

As he reaches the bottom of the staircase, he finds himself at a heavy, reinforced door marked with the faded insignia of the Coalition States. The door is slightly ajar, the lock mechanism damaged—likely the result of a desperate attempt by the defenders to retreat to the lower levels. Knight Two pushes the door open with a steady hand, the metal groaning in protest.

Beyond the doorway, the second underground floor stretches out before him, shrouded in darkness and uncertainty. This level of the fort was meant to be a stronghold, a place where the defenders could regroup and mount a counterattack. But the signs of battle are already evident—scorch marks along the walls, abandoned equipment, and the occasional discarded weapon.

Knight Two takes a deep breath, his mind focused on the task ahead. He knows that this floor will likely hold more challenges, perhaps survivors, or even more remnants of the Xiticix invasion.

He steps forward into the gloom, leaving the relative safety of the staircase behind, ready to face whatever awaits him.

---

The dark foreboding corridor stretching out before Knight Two. The air here is different—cooler, more stagnant, carrying the faint scent of damp concrete and the underlying odor of decay.

The lighting is minimal, with only a few emergency lights flickering sporadically along the walls, casting eerie, shifting shadows that seem to move of their own accord.

Knight Two steps silently, his senses on high alert. His footsteps echo softly off the concrete walls, a sharp contrast to the silence that seems to press in from all sides. The corridor ahead is lined with closed doors, each marked with faded Coalition insignia. Some doors are slightly ajar, others firmly shut, as if guarding the secrets within.

The floor beneath his boots is littered with debris—shattered glass, twisted metal, and the occasional splatter of dark, dried blood. The aftermath of the battle is evident even here, though it seems less chaotic than the devastation on the first floor. This level was meant to be a last bastion, and the signs of a more organized defense are clear in the fortifications hastily set up along the walls.

Knight Two begins his exploration, methodically checking each room he passes. The first room he enters appears to have been a barracks—a row of metal bunks lining one wall, some overturned in the struggle. Personal belongings are strewn across the floor—discarded boots, torn uniforms, and the occasional photo or letter from home, now trampled and forgotten. There are no bodies here, just the silent remnants of the soldiers who once called this place home.

He moves on to the next room, finding what was once a command center. The large holo-table at the center of the room is shattered, its flickering image projecting a distorted, static-filled map of the surrounding area. The consoles along the walls are dead, their screens cracked and dark. Papers and data pads are scattered across the floor, some stained with blood. Knight Two kneels to examine a discarded data pad, but it’s been damaged beyond use, a casualty of the chaos that engulfed this floor.

As Knight Two ventures deeper into the second floor, the signs of a more intense battle become apparent. The walls here are scorched by energy blasts. The occasional Xiticix corpse lies in the shadows, their bodies twisted and broken, evidence of the brutal melee combat that must have taken place. Their blood has pooled in sticky, dark puddles, the scent of their alien ichor mixing with the stale air.

Knight Two stops at a larger room—perhaps a briefing room or a tactical planning area. The long table in the center is overturned, chairs scattered and broken. The walls are lined with maps and tactical diagrams, many torn down or damaged in the fighting. A few bodies lie here, human and Xiticix alike, locked in the final moments of their deadly struggle. Knight Two steps carefully around them, noting the weapons discarded nearby, some still clutched in lifeless hands.

In a quieter section of the floor, Knight Two hears a faint noise—a soft, almost imperceptible groan coming from a nearby room. His hand instinctively goes to his sword as he approaches the door, pushing it open with caution. Inside, he finds what appears to be a makeshift infirmary, hastily assembled to treat the wounded as the battle raged on.

Among the rows of empty cots, a single figure stirs—a Coalition soldier, barely conscious and clearly in pain. The soldier’s uniform is torn, and a blood-soaked bandage is wrapped around his torso. His breathing is shallow, each breath a struggle. Knight Two quickly crosses the room, kneeling beside the wounded man.

Knight Two, (Gently lifting the soldier’s head to give him water from his canteen) “Water.”

The soldier blinks up at Knight Two, recognition flickering in his eyes as he takes a few sips of water. He tries to speak, but only a hoarse whisper escapes his lips.

Wounded Soldier, “We... we couldn’t hold them. They... they kept coming. We... had to retreat... to the lower levels…”

Knight Two nods, placing a reassuring hand on the soldier’s shoulder.

Knight Two, “Rest.”

The soldier’s eyes close, his body relaxing as he slips back into unconsciousness. Knight Two checks the soldier’s vitals, ensuring he’s stable enough to move. He then moves on, knowing he must continue his search—there may be others still alive.

Knight Two makes use of what medical supplies he can find and administer.

Further down the corridor, Knight Two comes across the armory—a heavy door, slightly ajar, revealing the glint of weapons inside. He pushes the door open wider and steps into the room. The armory is partially looted, with racks of weapons standing empty, but there are still a few pieces left behind—likely in the rush to retreat.

Knight Two quickly gathers what he can: a few more E-clips, grenades, and a couple of high-caliber energy rifles. He straps them to his back, knowing they will be useful in whatever comes next. The armory also holds a stash of medical supplies, which he quickly pockets, mindful of the wounded soldier he found earlier.

---

After systematically searching the second floor, Knight Two finds what he was looking for—the access point to the lower levels of Fort Perrion. A large area that used to be a reinforced door stands at the end of a dimly lit corridor. The door is marked with heavy blast marks, evidence of the last stand made here by the defenders.

Knight Two approaches cautiously, his hand on the hilt of his sword. The door leads to a stairwell, spiraling downward into the deeper, more fortified sections of the fort. The air is colder here, the silence even more profound, as if the weight of the entire fort presses down on this spot.

He takes a deep breath and turns to carry the CS Foot Soldier to the surface.

---

After methodically searching the second floor of Fort Perrion, Knight Two feels the cold air from the stairwell wafts up, mixing with the staleness of the second floor. He pauses, looking back at the darkened corridors he has just explored. His eyes settle on the unconscious Coalition soldier he found in the makeshift infirmary, still clinging to life.

Knight Two knows that descending further into the fort will uncover more secrets, but the wounded soldier cannot be left behind. His sense of duty, deeply ingrained, compels him to act. Without hesitation, Knight Two sheathes his sword and lifts the soldier onto his shoulders, the weight significant but manageable.

With the soldier securely carried, Knight Two retraces his steps through the second floor. The fort's eerie silence is punctuated only by the sound of his footsteps and the soldier's labored breathing. He moves with deliberate speed, navigating the debris-strewn corridors and up the spiraling staircase that leads back to the first floor.

Reaching the first underground floor, Knight Two continues without pause, the fort's devastation a grim backdrop as he pushes open the heavy door leading to the surface. The cool night air greets him as he steps outside, the moonlight casting long shadows over the battlefield.

Once outside, Knight Two carefully sets the wounded soldier down on a relatively clear patch of ground. He takes a moment to check the soldier's vitals, ensuring he remains stable, before using his radio.

Knight Two, (Speaking into the radio with calm authority) “Medevac required. Immediate extraction for one wounded soldier and additional supplies.”

The radio crackles in response, the same professional voice from before acknowledging the request.

Radio, “Copy.”


As Knight Two waits for the helicopter, the Dog Boys, who have been continuing their grim task of looting the battlefield, notice him emerging from the fort with the soldier in tow. They watch as he carefully sets the soldier down and calls in the medevac. The sight stirs something in them.

Rex, (The leader of the Dog Boys, speaking quietly to the others) “He didn’t have to bring him out. He could have left him down there… but he didn’t.”

Fang, (Nods, his sharp eyes tracking the movements of Knight Two as he tends to the soldier) “He’s not like the others. He’s different...”

Spot, (A hint of admiration in his voice) “He’s not just a magic user. He’s a soldier, like us. Maybe there’s more to him than we thought.”

As they speak, the Dog Boys begin to move toward the entrance of Fort Perrion, their earlier wariness replaced by a sense of purpose. They start confirming that the Xiticix bodies near the entrance are indeed dead, checking each one with a poke of a Xiticix blade. Satisfied that the area is clear, they begin dragging the corpses away from the entrance, clearing a path for the medevac team.

As they work, the Dog Boys notice that many of the Xiticix warriors still clutch their alien swords and weapons, trophies of their ferocious nature. Instead of discarding these weapons, the Dog Boys begin laying them out in a clear space near the entrance, arranging the swords and other implements of war in a deliberate, almost ceremonial pattern.

Max, (Grunts as he lays down a particularly large Xiticix sword) “Let everyone see what we faced here. These weapons—they’re proof of what we did, what we survived.”

Scraps, (Carefully placing a blade next to the others) “Yeah, and maybe they’ll remind us—and anyone else—just how dangerous these things are.”

The sound of rotors begins to hum in the distance, growing louder as the electric helicopter approaches. It swoops in swiftly and silently, just as before, descending onto the battlefield with precision. The Dog Boys step back as the helicopter touches down, the rear door sliding open as the medevac team leaps out.

The crew moves with practiced efficiency, quickly loading the wounded soldier into the helicopter. As before, the medic immediately begins administering emergency care, the interior of the helicopter becoming a makeshift trauma center.

Knight Two steps back, allowing the crew to finish their work. The team also quickly stows the additional supplies and loot Knight Two had collected on the second floor, securing everything before giving Knight Two a final nod.

With everything secured, the helicopter’s engines hum to life once more. The Dog Boys watch in silence as the helicopter lifts off, carrying the wounded soldier and the spoils of battle away into the night sky. The hum of the rotors fades quickly, leaving only the cold silence of the battlefield behind.

The Dog Boys stand quietly for a moment, watching as the helicopter disappears into the distance. There’s a sense of quiet respect among them now—respect for Knight Two and the way he handled the situation. He didn’t leave the wounded behind, and he didn’t hesitate to return to the fort despite the danger.

Rex, (Finally breaks the silence, his voice steady) “He’s not like the others. Whatever his reasons, he’s got our backs. We should have his.”

Fang, (Nods in agreement, looking toward the Fort’s entrance) “Let’s finish up here. We’ve got more Xiticix to clear out, and we need to be ready for whatever comes next.”

The Dog Boys move back to their tasks with renewed purpose, dragging the remaining Xiticix bodies away from the entrance and carefully laying out any remaining weapons in the clear space they’ve designated. There’s a sense of camaraderie and purpose now.

As the Dog Boys work, Knight Two watches them silently, his expression unreadable.

With the entrance to Fort Perrion cleared and the medevac complete, Knight Two turns back toward the Fort’s darkened interior.
Last edited by darthauthor on Sun Sep 01, 2024 5:40 pm, edited 1 time in total.
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Re: Mystic Knight Merc Squad

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The corridor leading to the kitchen facilities on the first floor of Fort Perrion is dimly lit, the overhead lights flickering sporadically as the fort’s emergency power systems struggle to keep them running. The air is thick with the scent of smoke and metal, but underneath, there’s the faint aroma of food—long cold, but still lingering in the stale air.

Knight Two leads the way down the corridor, his boots making soft, purposeful sounds on the hard floor. Behind him, two Dog Boys follow closely, their senses sharp and alert. The Dog Boys’ eyes dart around, constantly scanning their surroundings for any signs of danger. Their mission now is simple but crucial—find food and water.

Knight Two, (quietly approached the kitchen area)

The group reaches the heavy, steel door marked “Mess Hall and Kitchen.” Knight Two pushes it open, and it creaks loudly in the silence, revealing a large, industrial kitchen and dining area beyond. The room is eerily quiet, with the remnants of the last meal still scattered across tables—plates with dried remnants of food, overturned chairs, and trays left in hasty disarray.

The kitchen itself is surprisingly intact. Large metal counters and appliances line the walls, and several shelves and cabinets stand against one side, likely holding the supplies they need. The only sign of the battle here is a single, dried pool of blood near the door, where someone had clearly been wounded or worse.

Knight Two heads straight for the cabinets and shelves, opening them one by one. The Dog Boys spread out, checking the fridges, pantries, and storage lockers. They work quickly, their senses heightened as they search for anything usable.

Fang, (His nose twitching as he opens a pantry) “Found some MREs here, still sealed. Enough to last us a few days, at least.”

He pulls out a box of vacuum-sealed meals, the familiar Coalition States military markings on the packaging. He sets it aside, continuing his search.

Rex, (Pulling open a large, industrial fridge) “Water’s here, bottled. Must’ve stocked up before the attack.”

The fridge contains rows of bottled water, still cold despite the power fluctuations. Rex grabs several bottles, stuffing them into a pack.

Knight Two, meanwhile, opens a tall, metal cabinet near the back of the kitchen. Inside, he finds exactly what he was looking for—dried food supplies, including grains, protein packs, and most notably, several large canisters labeled “Coffee.”

Knight Two, (Lifting one of the canisters with a small smile) “Coffee.”

The military runs on this stuff.

He sets the canister down with the other supplies they’ve gathered. Coffee, a staple in the Coalition States military rations, is known for its ability to keep soldiers alert and focused, a necessity in the long, grueling days of combat.

With the supplies gathered—MREs, bottled water, dried foods, and coffee—the group begins packing everything into bags and crates they find in the kitchen. The Dog Boys work quickly, their movements efficient and practiced. They know that time is of the essence, even in this moment of relative calm.

Rex, (Securing a crate of supplies) “This should keep us going for a while. At least we won’t be running on empty.”

Fang, (Grabbing another pack of water bottles) “And if we run out of this, we can always come back. There’s more here than we can carry in one trip.”

Knight Two nods in agreement, his eyes scanning the room one last time to ensure they haven’t missed anything important. The supplies they’ve gathered are enough to keep the Dog Boys well-fed and hydrated, essential for maintaining morale and physical strength in the battles ahead.

With everything packed, Knight Two leads the way back through the dim corridors of the fort, the Dog Boys close behind him, each carrying their share of the supplies. The journey back to the surface is silent, the only sounds are the soft clinking of bottles and the rustle of packaging as they move.

When they reach the entrance to the fort, the cold night air greets them once again, a stark contrast to the stale atmosphere inside. The Dog Boys outside look up as the group emerges, their eyes lighting up at the sight of the supplies.

Knight Two, (Setting down his load, addressing the group) “Eat, drink, rest.”

The Dog Boys gather around, distributing the supplies among themselves. There’s a sense of relief in the air. As they eat and drink, the atmosphere shifts slightly. Stress oozes away. As they allow themselves to hydrate. They forgot how thirsty they were.

Knight Two stands back, watching as the Dog Boys settle in, the food and water already lifting their spirits. He knows this is only a small victory, a momentary pause in the ongoing conflict, but a much needed one.

Dog Boys MREs are formulated to account for their enhanced metabolism, higher protein requirements, and the inclusion of supplements to support their canine traits, such as joint health and energy levels.

Being genetically engineered with canine DNA, they have a higher need for protein to maintain their muscle mass and energy levels.
The MREs include glucosamine supplements for joint health.
They are also formulated to appeal to Dog Boys enhanced sense of taste and smell, possibly with flavors more akin to what a canine would prefer.
They include electrolyte supplements to help recover.

---

The entrance to the third underground floor of Fort Perrion is a dimly lit corridor. The air here is even cooler and more oppressive than on the previous levels, carrying a faint metallic tang and the underlying scent of damp concrete. The emergency lighting flickers intermittently, casting long shadows that seem to dance and shift as Knight Two, followed closely by two Dog Boys, makes his way down the stairwell.

Knight Two leads the way down the narrow, spiraling staircase that connects the second and third underground floors. His footsteps are steady and deliberate, the sound of his boots echoing off the concrete walls. Behind him, the two Dog Boys, Rex and Fang, follow in near silence, their keen eyes scanning the shadows for any sign of movement. The darkness around them seems to press in from all sides.

At the bottom of the stairs, Knight Two comes to a halt before the reinforced door. The air is heavy, almost suffocating, and the dim lighting only adds to the sense of foreboding. The third underground floor of Fort Perrion is a stark contrast to the chaotic scenes above—this level was clearly designed for resilience, with thick, reinforced walls and heavy blast doors lining the corridor.

Knight Two steps into the corridor, his senses heightened. The Dog Boys fan out behind him, their movements cautious as they enter the new level. The corridor is long and mostly intact, with only minor signs of battle—scuff marks on the walls, a few discarded pieces of equipment, and the occasional dark stain on the floor. The third floor was designed to withstand sieges, and it shows; this part of the fort feels more like a bunker than a battlefield.

Knight Two methodically checks each room they pass, starting with what appears to be a secure storage area. Inside, they find rows of heavy metal lockers, many of which are still sealed.

Knight Two pries one open, revealing neatly organized shelves of supplies—medical kits, extra E-clips, and maintenance tools for SkeleBots. The Dog Boys quickly move to gather what they can carry, their movements efficient and practiced.

Rex, (Grabbing a pack of E-clips and slinging it over his shoulder) “Looks like this place is still stocked. They didn’t get a chance to use it all.”

Fang, (Inspecting a toolkit before adding it to their haul) “Good for us. We’ll need everything we can get.”

Knight Two nods in agreement, his focus already shifting to the next room.

Further down the corridor, they come across the armory—a large, reinforced room with thick, blast-proof doors that stand slightly ajar. Inside, rows of weapon racks line the walls, many of them still filled with Coalition-grade weapons. Knight Two steps inside, his eyes immediately drawn to the array of firearms and energy weapons. He motions for the Dog Boys to start gathering what they can.

Knight Two, (Speaking quietly but firmly) “Take what we can carry. Prioritize the heavy weapons and anything with full charges.”

The Dog Boys move quickly, selecting the most powerful weapons and the ones in the best condition. Rex hefts a large rail-gun, testing its weight before slinging it over his back. Fang collects several energy rifles, checking their charge levels before securing them in a bag.

Rex, (Looking around the room with a mix of awe and practicality) “This would’ve been a hell of a fight if they’d had time to get all this out. But it’s ours now.”

Fang, (Nods, his expression grim) “They’ll pay for what they did here.”

Deeper into the third floor, they come across the command center—a large, fortified room that served as the nerve center for the fort’s operations. The room is dominated by a central holo-table, which still flickers with a weak, static-filled image of the surrounding area. The consoles along the walls are dark, their screens cracked or dead. Papers and data pads are scattered across the floor, many torn or stained with blood.

Knight Two steps up to the holo-table, his gloved hand brushing over the controls. The display flickers again, trying to project a map of the fort and its surroundings, but the image is too degraded to be useful. He moves on, scanning the room for anything of value. One of the consoles appears intact, and he quickly pulls a data chip from it, storing it in a pouch for later analysis.

As they continue exploring, they find more signs of a fierce but contained battle. A few Xiticix bodies lie crumpled in the corners of rooms or slumped against walls, their exoskeletons riddled with energy burns.

The Coalition defenders fought hard here, trying to hold this vital level of the fort. The Dog Boys confirm that all the Xiticix are indeed dead, ensuring none pose a threat.

In one of the side rooms, Knight Two discovers the fort’s main water supply—a large, industrial filtration system connected to several massive tanks. The system appears to be intact, its emergency lights blinking steadily.

Knight Two inspects the setup closely, ensuring that the water is still potable and the system functional.

Knight Two, (Satisfied, he nods to the Dog Boys) “Hydrate.”

In the last few rooms they explore, they find more storage—this time, crates of MREs and other long-term rations. The Dog Boys grab as many as they can carry, their packs now heavy with supplies. Knight Two adds a few packs of coffee to their haul, knowing it will keep the group alert in the days to come.

With their bags full and the third floor thoroughly explored, Knight Two leads the way back to the stairwell. The Dog Boys follow, their movements confident now that they’ve secured the supplies they need.

As they ascend back to the surface, the tension eases slightly, with the weapons, food, and water they’ve gathered.

Knight Two and the Dog Boys emerge from the fort into the cool night air, their packs heavy with supplies. The third floor of Fort Perrion, once a secure stronghold, has given up its secrets—and its resources.
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darthauthor
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Re: Mystic Knight Merc Squad

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The entrance to the fourth underground floor lies at the bottom of a dark, spiraling staircase.

The air is thick with the scent of damp earth and machinery, colder and more oppressive than on the floors above. The fort's emergency lighting casts a dim, flickering glow, barely illuminating the way.

Knight Two, his silhouette stark against the shadows as he prepares to delve deeper into the fort.

He begins his descent down the staircase, his footsteps echoing softly off the concrete walls. His movements are deliberate, his senses attuned to the environment around him. The deeper he goes, the quieter it becomes, the sounds of the outside world fading away until only the hum of the fort's struggling systems remains.

The staircase seems to stretch on forever, the darkness ahead pressing in from all sides. But Knight Two is undeterred. He reaches the bottom of the stairs and stands before the entrance to the fourth floor—a large, blast-proof door with the Coalition States insignia faded but still visible. The door is slightly ajar, its locking mechanism damaged, likely from the chaos that consumed the fort during the Xiticix invasion.

Knight Two pushes the door open with a soft creak, revealing the corridor beyond. The fourth underground floor is a stark contrast to the levels above. This floor is a labyrinth of reinforced concrete walls, heavy bulkheads, and thick doors, designed to withstand the most intense assaults. It was clearly intended to be the fort's last line of defense, a place where the defenders could regroup and make a final stand.

The corridor is eerily silent, with only the faint hum of ventilation systems in the background. The emergency lights flicker sporadically, casting shifting shadows across the floor. Unlike the upper levels, there are no signs of immediate battle—no bloodstains, no bodies, no scorched walls. Instead, there is an unsettling stillness, as if this floor was abandoned before the fighting could reach it.

Knight Two moves cautiously down the corridor, his eyes scanning every corner, every shadow. His hand rests on the hilt of his sword, ready to draw at a moment's notice. The first room he comes across is marked "Storage." He pushes the door open, revealing rows of metal crates and lockers, all neatly organized. The air here is cooler, the scent of metal and oil stronger.

Knight Two opens a few crates, finding more supplies—additional E-clips, maintenance tools, and spare parts for SkeleBots and other equipment. He notes the contents, but his focus is on something more critical—the potential threats or secrets this floor might hold.

Further down the corridor, Knight Two finds a heavily fortified door labeled "Command Vault." The door is sealed, but the control panel next to it blinks with a faint green light, indicating that it still has power. Knight Two approaches the panel and uses his psionic power of Telemechanics. Quickly he sees the series of commands needed to unlock the door.

After a tense moment, the door unlocks with a heavy clunk and slowly slides open. Inside, the command vault is pristine, untouched by the chaos above. The room is lined with high-tech equipment—communication arrays, secure data terminals, and a large, holographic display at the center, currently inactive. This room was clearly intended to serve as the nerve center of the fort during a prolonged siege, a place where the last stand could be coordinated.

Knight Two steps inside, his eyes scanning the heavily fortified room, its walls lined with high-tech communication arrays, secure data terminals, and the central holographic display table. The air inside is cool and sterile, a stark contrast to the chaos and destruction outside. The vault is pristine, seemingly untouched by the battle that raged above. Knight Two stands in the center of the room in the dim light of the emergency systems.

As Knight Two methodically searches the Command Vault, his eyes scanning the data terminals and equipment, he notices something unusual—a small, inconspicuous panel near the base of the central console. His instincts, honed by years of experience, immediately alert him to the possibility of a hidden threat. He kneels down, prying the panel open with a quick, precise motion.

Behind the panel, nestled within the wiring of the console, is a compact bomb, its display flashing with an ominous countdown timer. The timer shows just over an hour left, ticking down relentlessly. Knight Two’s eyes narrow as he takes in the device—a fail-safe, rigged to detonate and destroy the fort, along with any Xiticix or remaining defenders, if the vault is breached and the Coalition Army doesn’t return in time.

Knight Two’s mind races, but his exterior remains calm and composed. He has seen devices like this before, and he knows that disarming it will be a challenge. The bomb is expertly designed, with multiple layers of security, redundancy systems, and anti-tampering measures. Disarming it will require all of his skills.

He quickly assesses the bomb’s construction—there are three main components: the timer, the detonator, and the explosive charge itself. Each component is interconnected, with failsafes designed to trigger the bomb if tampering is detected.

Knight Two begins the delicate process of disarming the bomb, his movements precise and deliberate. He reaches into a pouch on his belt, pulling out a set of specialized tools designed for bomb disposal. His fingers move deftly as he begins by carefully detaching the panel from the console, exposing the bomb’s inner workings.

Knight Two focuses first on the timer, knowing that stopping the countdown is crucial. He examines the wiring, identifying the key circuit that controls the countdown. With steady hands, he uses a micro-cutter to sever the correct wire. The timer flickers, momentarily pausing before continuing to count down. Knight Two frowns slightly—there’s a secondary circuit, a backup timer designed to continue even if the primary is disabled. He quickly identifies the secondary circuit and disables it with a precise snip of the wire.

Next, Knight Two turns his attention to the detonator, the heart of the bomb. He knows that even with the timer stopped, the detonator could still be triggered by other means. The detonator is protected by a layer of hardened casing, but Knight Two expertly removes it, revealing a complex array of sensors and wires. He carefully isolates the sensors, bypassing them with a series of carefully placed jumpers. One wrong move here could trigger the explosive, but Knight Two remains cool and focused, his hands steady as he works.

With the detonator disabled, Knight Two moves on to the explosive charge itself. The charge is a compact but highly potent compound, designed to destroy the entire floor. He knows that even without the timer and detonator, the charge could still be manually triggered. He uses a chemical neutralizer, applying it with a fine brush to key points on the explosive. The compound begins to break down, rendering the charge inert.

As Knight Two finishes the final step, he encounters an unexpected obstacle—a final anti-tampering measure hidden deep within the bomb’s casing. This measure is designed to trigger the explosive if it detects any attempt to neutralize the charge. Knight Two’s eyes narrow as he carefully removes the final layer of casing, revealing a micro-sensor connected to a pressure plate.

With calm precision, he uses a fine-tipped tool to depress the pressure plate just enough to disable the sensor without triggering the charge. The seconds tick by, but Knight Two remains focused, his mind calculating every move. Finally, with a soft click, the sensor disconnects, and the pressure plate is safely disarmed.

Knight Two steps back, allowing himself a brief moment of satisfaction as he watches the bomb’s display go dark. The threat has been neutralized, the fort saved from destruction. He gathers his tools, carefully placing them back in his pouch before closing the panel on the console.

Knight Two stands, his expression still composed, as he surveys the now-safe Command Vault. The room is silent, the only sound is the faint hum of the fort’s systems.

He approaches the central console and activates the holographic display. The image flickers to life, showing a detailed map of the fort and its surroundings, including troop movements, supply caches, and potential escape routes. Knight Two quickly downloads the data onto a secure drive, knowing this information could be crucial.

Continuing his exploration, Knight Two comes across the fort's medical bay. The door is ajar, and the room beyond is eerily silent. Inside, rows of medical beds stand empty, their sheets still neatly tucked. The cabinets are fully stocked with medical supplies—bandages, stimpacks, and other emergency equipment. It’s clear this area was never used, likely abandoned before the battle reached this far.

Knight Two carefully collects the most valuable supplies, ensuring that they are securely packed before he moves on. The medical bay, like the command vault, feels like a place prepared for a final stand that never came.

At the far end of the fourth floor, Knight Two finds the armory. The door here is heavily reinforced, but slightly ajar, as if someone had left in a hurry. Inside, the armory is filled with an array of weaponry, most of it untouched. Knight Two takes stock of the weapons—rail guns, energy rifles, and a few experimental prototypes that had not been deployed before the attack.

He selects the most advanced and intact weapons, securing them in his pack. The armory is a treasure trove, a last reserve for the defenders who never got the chance to use them.

Near the end of his search, Knight Two finds a secure exit leading to a hidden tunnel. The tunnel is marked as a potential escape route, leading out of the fort and toward a concealed exit a mile down the shore of Lake Superior. The air in the tunnel is cool and fresh, a stark contrast to the stale air of the fort. It’s clear this was a planned evacuation route.

Knight Two inspects the entrance, noting its location for future use. This tunnel could serve as a vital escape route or a way to bring in reinforcements if needed. He runs it to the shore and marks it on his map. Satisfied, he closes the entrance and returns to the main corridor.

With the fourth underground floor thoroughly explored, Knight Two makes his way back to the surface. With the supplies and information he’s gathered, but the eerie stillness of this floor, the lack of battle damage, and the unused preparations for a last stand leave a lingering sense of unease. As he ascends the staircase, the darkness of the fourth floor recedes, replaced by the dim light of the levels above.

Knight Two emerges into the night air, his mind already processing the next steps. The fort has given up its secrets. With the supplies and intel from the fourth floor, Knight Two has accomplished his mission.

He can return at any time.
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: Fort Perrion

The battlefield around Fort Perrion is eerily quiet, the remnants of the fierce battle still evident in the twisted metal of destroyed SkeleBots and the scattered bodies of Xiticix warriors. The night is cool, with a light breeze carrying the scent of smoke and earth.
The Dog Boys, weary but alert, are gathered near the entrance of the fort, their eyes reflecting the cold light of the moon. They have been scavenging the battlefield for weapons and supplies, but now they stand together, their attention focused on Knight Two.

Knight Two steps forward, his helmet catching the faint moonlight as he approaches the group of Dog Boys. His demeanor is calm, yet there’s a seriousness in his gaze that commands attention. The Dog Boys, who have fought alongside him, sense that something important is about to be said. They fall silent, waiting for him to speak.

Knight Two, (His voice steady, carrying the weight of his offer)
He pauses, scanning the faces of the Dog Boys, reading their expressions. Some are tired, some curious, others wary of what he might say next.

Knight Two, “Come with me.”

The Dog Boys exchange glances, uncertainty and curiosity flickering in their eyes. Knight Two continues, his voice firm but inviting.

Knight Two, “You’ll have food, equipment, and everything you need to survive. Freedom too—the freedom to leave whenever you want, no questions asked, except during battle or an emergency.”

There’s a brief silence as the Dog Boys absorb his words. The idea of freedom—real freedom—is something they’ve rarely been offered. Most of them have been conditioned to serve the Coalition without question, but here, Knight Two is offering them a choice, a future beyond the rigid structure they’ve always known.

Rex, (The unofficial leader of the Dog Boys, speaking up first) “You’re saying we can just… walk away? Anytime we want?”

Knight Two, (Nods, meeting Rex’s gaze) “You’ll be your own masters.”

Fang, (Frowning slightly, his cautious nature coming through) “What’s the catch? Why us? You know what we are.”

Knight Two, (A slight smile touches his lips) “You’re soldiers—not slaves.”

The Dog Boys mull over his words, their expressions thoughtful. The idea of being treated as equals, earning wages like humans, and having the freedom to choose their battles is a powerful lure. It’s more than they’ve ever been offered before.

Spot, (Grinning slightly, trying to lighten the mood) “Mercenaries, huh? Sounds better than digging through the dirt here, that’s for sure.”

Rex, (After a moment’s hesitation, nodding slowly) “You’ve treated us fairly. If you’re offering this… I’ll come with you. But I speak for myself. The others have to decide on their own.”

Fang, (Still cautious, but nodding as well) “I’ll come. But I’ll be watching, to see if this is as good as you say it is.”

Max, (A massive Dog Boy, who has been silent until now, finally speaks up, his deep voice rumbling) “I’m in.”

One by one, the other Dog Boys express their interest, some more enthusiastic than others, but all intrigued by the possibility of a life beyond the Coalition’s rigid control.

With the Dog Boys decision made, Knight Two steps back and nods to them, a sense of satisfaction in his expression. He knows that not all of them may stay forever, but for now, they’ve chosen to follow him—and that’s enough.

Knight Two, “We leave in an hour. Gather what you need. The future is waiting, and it’s time to take the first step.”

As the Dog Boys disperse to prepare for their departure, there’s a new energy in the air. Knight Two watches them, knowing that this decision will change the course of their lives, and possibly his own. They load the choppers with the most profitable loot.

The Dog Boys are useful but only if they are offered the challenge that fits their beliefs.

The helicopters, waiting in the distance, is their gateway to a new life—a life of freedom, choice, and the open road ahead.
Last edited by darthauthor on Sun Sep 01, 2024 5:40 pm, edited 1 time in total.
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Re: Mystic Knight Merc Squad

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The electric helicopters glide silently through the early morning sky, their sleek black forms cutting through the mist that clings to the dense wilderness below. The vast expanse of forest stretches out in all directions, broken only by the occasional river or rocky outcrop. The sun is just beginning to rise, casting a soft, golden glow over the treetops.

Knight Two sits in the lead helicopter, his eyes scanning the landscape. Behind him, the Dog Boys who chose to follow him are seated, their expressions a mix of anticipation and curiosity.

As the helicopters approach a clearing, a small village comes into view—a cluster of wooden buildings nestled among the trees, with smoke curling lazily from a few chimneys. The village is simple but well-maintained, with a central square and a few scattered farms surrounding it. The sight of the village is a welcome change from the harsh wilderness they’ve been flying over, and Knight Two signals to the pilots to begin their descent.

The helicopters descend smoothly, the hum of their rotors barely disturbing the morning quiet. They touch down in a grassy field just outside the village, the downdraft from the blades sending ripples through the tall grass. As the engines wind down, the Dog Boys are the first to disembark, their keen eyes and ears already scanning the surroundings for any potential threats.

Knight Two follows, stepping out of the helicopter with a calm, purposeful stride. His simple presence draws almost no attention of a few villagers who have gathered at the edge of the field. The Dog Boys are what really make them curious but cautious.

Knight Two approaches the group of villagers, his expression neutral but approachable. The villagers, a mix of men and women dressed in simple, practical clothing, watch him warily. They are a hardy people, used to living on the fringes of the wilderness, but the sight of the helicopters and the armed Dog Boys clearly puts them on edge.

Knight Two, (In a calm voice) “Howdy.”

One of the villagers, an older man with a weathered face and a look of cautious wisdom in his eyes, steps forward, clearly the spokesperson.

Village Elder, (Eyeing Knight Two carefully) “What is it you’re offering? And what do you want in return?”

Knight Two, (Gestures to the Dog Boys behind him, who are unloading large, wrapped packages from the helicopter opening it up to show the meat) “Trade?”

The mention of Xiticix meat draws a mix of reactions from the villagers—curiosity, concern, and a hint of fear.

Village Elder, (Nods slowly, intrigued but cautious) “Xiticix meat… it’s rare to see someone offering that. Dangerous creatures. We’ve heard of people eating their meat, but it’s not common around here.”

Knight Two, (With a slight nod of understanding)

The pilot, “It’s true. But it’s rich in protein, and in the right hands, it can be made into a valuable food source. We thought we’d offer it to you in exchange for your knowledge of how best to prepare it.”

The Dog Boys finish unloading the packages of Xiticix meat and set them down in front of the villagers. The elder inspects one of the packages, unwrapping it slightly to reveal the dark, dense meat within. He seems thoughtful for a moment before speaking.

Village Elder, (Nods again, more decisively) “We can cook it. We’ve had hunters come through here before who’ve traded it. It’s not easy, but we know how. We’ll accept your offer, and in return, we’ll prepare a meal for you and share what we know.”

Knight Two, (Satisfied with the exchange, then adds)

The pilot, “There’s something else. We’re interested in hearing about any troubles you’ve had with Xiticix or other monsters. If there’s anything you need help with, we might be able to assist.”

The elder exchanges glances with the other villagers before responding.

Village Elder, (Sighs, his tone more serious) “We’ve been lucky, for the most part. The Xiticix haven’t come too close recently, but we’ve heard stories from other villages of increased activity.
“As for other troubles… it’s the usual out here. Wild Psi-Stalkers, bandits, rogue Dog Boys. Some of them are no better than the monsters they hunt. We’ve had to defend ourselves more than once.”

The mention of rogue Dog Boys visibly affects the Dog Boys with Knight Two. Their expressions tighten slightly, a mix of anger and sadness passing across their faces. They know all too well the conflicted nature of their kind—Dog Boys who have gone rogue, no longer serving the Coalition, but still clinging to its beliefs.

Knight Two, (His voice steady, acknowledging the elder’s concerns) “Understood.”

Village Elder, (Considering the offer, then nodding) “There’s a band of rogue Dog Boys that’s been causing trouble a few miles east of here. They’ve attacked travelers, and we’ve heard rumors they might be planning to raid some of the smaller farms nearby. If you could deal with them… it would bring us some peace of mind.”

Knight Two, (Nods firmly) “We’ll take care of it.”

With the trade agreed upon and a new task ahead, the villagers begin to prepare the Xiticix meat. The scent of cooking soon fills the air, a strange but not unpleasant aroma. The Dog Boys, still wary of the villagers but somewhat relaxed by the promise of food, keep watch over the village’s perimeter, ensuring that no threats approach.

As the meal is prepared, Knight Two and the Dog Boys share what little information they have about the surrounding area, offering advice on defense and survival in exchange for the villagers’ hospitality. The tension slowly eases as both sides realize they share common goals—survival, protection of the innocent, and the destruction of those who would bring harm to others.

As the sun climbs higher in the sky, the meal is served, and Knight Two and the Dog Boys sit with the villagers, sharing food and stories. The helicopters remain in the field, ready to depart at a moment’s notice, but for now, there’s a sense of temporary peace.

The atmosphere is relaxed but tinged with the seriousness of the ongoing discussion. Knight Two sits at the head of the table, with the village elder across from him. The Dog Boys sit nearby, some eating, others keeping watch. The villagers, still a bit wary of their guests, listen attentively as the conversation turns to their needs and troubles.

Knight Two, (After taking a bite of the meal, nodding appreciatively)

Dog Boy (Rex), “Thank you for sharing with us. Now that we’ve traded, let’s talk about what else we might do for one another.”

Dog Boy (Fang), “What troubles are you facing?”

Dog Boy, “Anything’s broken or in need of repair, we might be able to help.”

Village Elder, (Nods, thoughtful) “We appreciate your offer. Life out here isn’t easy, as you know. The Xiticix are a constant worry, but with your help, we’re safer for now. It’s not just the monsters we have to deal with, though.”

Villager, (A younger man with a weary look, leaning forward slightly) “Our water purifier’s been acting up. It’s old, Coalition surplus, and we’ve done what we can to keep it running, but the parts are wearing out. We’re not sure how much longer it’ll last.”

Knight Two, (Nods, considering) “Show me.”

Village Elder, (Relieved) “That would be a great help. We rely on that purifier for clean water. The rivers around here are dangerous; contaminated by the Xiticix and other creatures. Without it, we’d be in serious trouble.”

A woman, (her hands calloused from hard work, speaks up next) “The radio we use to keep in touch with other villages has been down for weeks. We’re cut off, and that makes it harder to trade and warn each other.”

Dog Boy (Fang), (Glancing at Knight Two, then speaking up) “We can help with that.”

Another Villager, (A middle-aged man with a serious expression, adding to the list of issues) “Our power generator’s been struggling, too. It’s a small water mill, but it’s old.”

Knight Two, (Nods, thoughtful)

Village Elder, (Looks around at the other villagers, then back to Knight Two, his tone serious but hopeful) “We’ve done our best to survive out here, but the truth is, we’re struggling. We’re not asking for handouts, but if you can help with these repairs, it would mean a lot. We can offer shelter and what we know of the area. Rumors we heard.”

Knight Two, (With a slight nod of agreement)

Dog Boy (Rex), (Adds with a nod) “You show us trust, and we’ll repay that.”

Village Elder, (Relieved and grateful, rising from his seat) “Thank you. We’ll show you to the equipment. Any help you can give us, we’ll be grateful for.”

The conversation shifts from planning to action as the villagers begin to lead Knight Two and the Dog Boys to the various pieces of technology that need repair. The mood, once cautious, is now more collaborative as both sides realize they can help each other.

---

The group has set up a temporary camp at the edge of the forest, just beyond the village. The sun is setting, casting long shadows across the clearing where the Dog Boys and Knight Two have gathered.

The aftermath of a minor skirmish with some curious bandits who wanted to help themselves has left some of the Dog Boys with minor injuries (bruises, cuts, gashes, and a few cases of arrow wounds). The Dog Boys are used to patching themselves up with basic first aid, but the fatigue of battle is starting to wear on them.

Rex, the leader of the Dog Boys, sits on a fallen log, gingerly touching a deep gash on his arm where a bandit’s knife had found its mark. Fang has a nasty arrow wound, and Spot is favoring a leg where a pulled muscle is causing him to limp. The other Dog Boys have their own collection of cuts and bruises, but none are life-threatening.

Knight Two, seeing the weariness in the Dog Boys, approaches the group with a calm, purposeful stride. He has seen them endure much worse, but he knows that even minor injuries can accumulate, affecting their morale and effectiveness. He pauses in front of Rex, his expression unreadable but his intentions clear.

Knight Two, (His voice steady, a hint of something reassuring in his tone) “Heal.”

Rex looks up, his eyes narrowing slightly in suspicion, but he nods, understanding that Knight Two has been nothing but straightforward with them so far.

Rex, (Grunts, his voice gruff but appreciative) “If you can do something about this, I won’t say no. It’s annoying as hell.”

Knight Two raises his hand, a soft, almost imperceptible glow beginning to emanate from his palm. The air around him seems to hum with a gentle energy as he focuses on the gash on Rex’s arm. With a fluid motion, he hovers his hand over the wound, and the glow intensifies slightly, spreading over the injured area like a warm, soothing wave.

The effect is immediate. The torn flesh begins to knit together, the blood drying up as the skin closes over the wound. The bruising around the gash fades, leaving Rex’s arm as good as new. The pain in his eyes dissipates, replaced by surprise and something close to awe.

Rex, (Staring at his arm, flexing it experimentally) “That… that’s something. Feels like it never happened.”

Knight Two turns to Fang next, his hand already glowing as he approaches. Fang, still cautious, watches him with a mix of curiosity and unease. The burn on his side, angry and raw, is healed with the same gentle wave of Knight Two’s hand. The skin smooths over, the redness fading until there’s no trace of the injury left.

Fang, (Mutters, running his hand over his now-healed side) “This is… I don’t know what to say.”

Knight Two moves to Spot, who has been watching the process with wide eyes, still limping slightly. Knight Two places a hand on Spot’s leg, the glow suffusing the muscle and easing the strain. Spot feels the tightness and pain melt away, replaced by a sense of relief.

Spot, (Grinning despite himself, testing his leg with a bounce) “That’s something you’ve got there. Didn’t think I’d be walking right for days.”

The other Dog Boys, having witnessed the healing, exchange glances filled with a mixture of emotions. They’ve been taught to fear and distrust magic, yet here is this mercenary, using it to heal them, to heal human villagers. Some struggle with the conflict between their training and the reality in front of them, while others start to reconsider what they’ve been told.

Seeing the mixed reactions, Knight Two addresses the group, his voice calm and steady, reassuring them of his intentions.

Knight Two, “Permission to speak freely.”

Knight Two walks off into the village and begins to administer the healing powers of his Atlantean tattoo of a Rose dripping with blood.

As the fire crackles softly in the background, the Dog Boys find themselves reconsidering what they know about magic, and more importantly, what they know about Knight Two.

---

At dawn, Knight Two and a couple of Dog Boys have a look at the water purifier housed in a small, reinforced shed at the edge of the village, close to the river that the villagers rely on for water.
The shed is a makeshift structure, built to protect the aging purifier from the elements and any potential threats. Inside, the purifier is a large, cylindrical machine, covered in grime and showing signs of wear. The air inside the shed is damp and musty, with the constant sound of dripping water adding to the oppressive atmosphere.

The purifier is an old Coalition surplus model, designed for durability but clearly nearing the end of its operational life. The pipes connected to it are rusted in places, and the control panel flickers erratically, indicating power issues. The villagers have done their best to maintain it, but the lack of proper parts and technical skill has left the machine in a precarious state.

Knight Two, accompanied by Rex and Fang, step into the shed, having a look at it. Approaching the control panel, his eyes scanning the flickering displays and the worn buttons. The purifier is still functioning, but it’s clear that it’s struggling to keep up with the demands placed on it.

Knight Two, (examines the control panel then uses his Telemechanics Psionic power on it)

Rex, “These pipes… they’re in bad shape.”

Knight Two runs a diagnostics on the purifier’s power input while he examines the generator outside. The generator, also an old model, is sputtering as the windings are consistently turned by the waters of the river but unable to provide the consistent energy needed for the purifier to run at full capacity.
With his Telemechanics and training in electronics and mechanics, quickly identifies the problem: a worn-out power regulator.

He removes the faulty power regulator and replaces it with a spare part from his equipment pack. This part had been salvaged from the Coalition supplies they’d gathered earlier. He installs it carefully, ensuring that the connections are secure and that the power output is stable. Once the new regulator is in place, the generator’s hum becomes smoother, and the flickering lights on the purifier’s control panel stabilize.

Rex and Fang, following Knight Two’s lead, begin inspecting the pipes that connect the purifier to the village’s water supply. Several sections are rusted and corroded, with small leaks that have been temporarily patched by the villagers. These pipes are not only inefficient but could fail entirely if not addressed.

Knight Two cast a spell of “Mend the Broken” to remedy the rusty pipes.
Fang, (Eyes wide, taking a step back as he watches the pipes magically restore themselves)

Rex, (Glancing between the restored pipes and Knight Two, his voice uncertain) “I’ve never seen magic do something like that before.”

Max, (Frowning, his massive frame tense with conflicting emotions) “Magic is supposed to be... But… he just fixed the pipes… water.”

Spot, (Trying to make sense of it, voice low) “This… this is different… isn’t using it… to...”

Rex, (still grappling with his thoughts) “I don’t like it… but… maybe… maybe… this isn’t…”

Fang, (Still uneasy, but trying to trust in Knight Two) “We’ll need to…”

Max, (Grumbles, crossing his arms)

Knight Two, (Having overheard, he turns to the Dog Boys, his voice calm and reassuring) “You will know me by my deeds.”

With the power stabilized and the pipes restored, Knight Two turns his attention back to the purifier itself. The machine is still operational, but it’s clear that it hasn’t been properly maintained in some time. The filters are clogged with sediment, and the internal sensors are miscalibrated, likely due to power fluctuations.

Knight Two opens the purifier’s maintenance hatch and begins cleaning the filters, removing the accumulated debris that’s been slowing down the system.
Once the filters are clean, he recalibrates the internal sensors using the control panel, ensuring that the machine can accurately detect and filter out contaminants from the water. This recalibration restores the purifier’s ability to process water efficiently, removing harmful bacteria that had previously gone untreated.

Knight Two, (Finishing the recalibration and running a test cycle) “Ops check.”

With the repairs complete, Knight Two runs a full cycle of the purifier, drawing water from the nearby river and processing it through the newly repaired system. The water that emerges is clear and clean, free from the contaminants that had previously plagued the village’s supply. He fills a container and hands it to the village elder for inspection.

Village Elder, (Taking a sip of the purified water, nodding in approval) “This is good—better than it’s been in a long time.”

Knight Two (Nods)

The villagers gather around, relieved and grateful. The water purifier, now running smoothly, ensures that the village will have access to clean water.

They replaced the radio with one of their own.

---

Meanwhile the other Dog Boys:

The clearing near the village is quiet, the only sound being the rustle of leaves in the gentle breeze and the distant calls of forest birds. The village itself, surrounded by dense trees, relies heavily on the resources of the forest for construction, fuel, and defense.

The Dog Boys, strong and ready for work, stand in a semicircle, awaiting their next task. Among them, three helicopter pilots, each clad in a mix of advanced combat gear and rugged survival attire, prepare for a different kind of mission.

Each pilot glances down at the intricate tattoos inked along their forearms. These tattoos are no ordinary markings; they are powerful tools that will help them in their efforts.

Without a word, the first pilot, a man in his twenties with a steely gaze, closes his eyes and focuses his thoughts entirely on the tattoo of an axe etched into his skin. The other two, equally formidable, follow suit, each concentrating on their own tattooed tools. The second pilot’s arm bears the image of a bow saw, while the third has a tattoo of a machete intertwined with a survival knife.

As the pilots focus, the air around them begins to shimmer, as if reality itself is bending to their will. The tattoos start to glow brighter, as they channel their thoughts and energy into them.
The Dog Boys, who have seen much in their lives, watch with a mix of curiosity and awe as the pilots tattoos come to life.

Where there was once empty space, there are now axes, bow saws, machetes, and survival knives, all floating momentarily in the air before gently landing in the hands of their creators.

The tools are unlike anything the Dog Boys or villagers have ever seen. Each one is perfectly crafted, as if an artisan had spent a lifetime forging them in a forge. The axes have gleaming blades that catch the dim light, their edges razor-sharp. The bow saws are lightweight yet sturdy, with impossibly sharp teeth that could cut through the toughest materials with ease. The machetes are sleek and balanced, ready to slice through the thick underbrush, and the survival knives, with their fine points and indestructible edges, are perfect for precise work or combat.

The men test the weight and balance of their tools, each movement fluid and confident. As expected, the tools are flawless—light as a feather, perfectly balanced, and indestructible.

With the tools in hand, the pilots hand them over to the Dog Boys. They try them out. The axes swing with precision as they begin to fell trees, each stroke clean and efficient. The bow saws, handled by the Dog Boys, make quick work of bucking the logs into manageable sections. The machetes slice through thick underbrush, clearing paths for the logs to be hauled back to the village. The survival knives are used for finer work, stripping bark and carving notches where needed.

Armed with axes, saws, and other cutting tools, the Dog Boys make quick work of felling trees. Their strength allows them to swing heavy axes with precision, cutting through thick trunks efficiently. For larger trees, they work in teams, coordinating their efforts to bring the tree down safely.

The Dog Boys, haul logs, clear land, and prepare timber for construction. The tools make the work as easy as it can be, allowing the group to process a large amount of timber in a short period.

With a good amount of work done and the task is nearly complete. The village now has a substantial stockpile of timber for construction and firewood, and new defensive structures are already taking shape.

Once a tree is felled, the Dog Boys quickly move to buckling (cutting the trunk into manageable sections) and limbing (removing the branches). They use saws and axes to cut the tree into logs of varying sizes, depending on the intended use—whether for construction, firewood, or crafting.

For logs that need to be split into smaller pieces, the Dog Boys use their strength to handle heavy splitting mauls and wedges. They position the logs on sturdy platforms and split them with precise, powerful strikes, turning the raw timber into usable lumber.

The Dog Boys also strip the bark from logs, a process that requires both strength and attention to detail. This step is important for preparing the wood for construction or other uses, as it helps prevent rot and insect infestation.

With the processed lumber, the Dog Boys can assist in building or repairing structures within the village. They are skilled at framing buildings, constructing walls, and assembling roofs. Their strength allows them to lift heavy beams into place, while their teamwork ensures that the construction process is smooth and efficient.

The Dog Boys can use the lumber to build defensive structures, such as wooden palisades, watchtowers, and barricades. These structures are vital for protecting the village from potential threats, and the Dog Boys take pride in ensuring they are sturdy and well-constructed.

The Dog Boys also process smaller logs into firewood, using axes and mauls to split the wood into manageable pieces. They work quickly, producing enough firewood to keep the village warm during the colder months.

After chopping, the Dog Boys stack the firewood in neat piles, ensuring that it is properly seasoned and ready for use. They understand the importance of proper storage to prevent moisture and rot, which could render the firewood useless.

The Dog Boys clear land for farming or other purposes, removing trees, stumps, and underbrush to make the area suitable for planting crops. This task requires both strength and persistence, as the terrain can be challenging.

In addition to clearing land, the Dog Boys carve out pathways through the forest, making it easier for villagers to travel between different parts of the village or to nearby resources. These pathways improve access and mobility, especially during adverse weather conditions.

The Dog Boys efforts ensure that the village has a steady supply of timber for construction, fuel, and crafting. Their work also helps maintain the health of the forest by selectively felling trees and managing the land responsibly.

The defensive structures built by the Dog Boys provide the village with greater protection against potential threats, including wild animals, bandits, and other dangers lurking in the wilderness.

The Dog Boys involvement in these tasks fosters a sense of camaraderie and cooperation between them and the villagers. As they work side by side, mutual respect and trust grow, strengthening the community as a whole.

As the group prepares to move on, Knight Two gives the village elder a set of basic maintenance instructions, ensuring that they can keep the system running without outside help.

Next Knight Two tackles the water mill generator.
The wiring has some tears in the seams of the wire and some corrosion.
The spell “Mend the Broken” takes care of it.
He fixes a few broken glasses while he is at.

The villagers, now more confident in their ability to survive in the harsh wilderness, offer their thanks and invite them to return anytime.
Last edited by darthauthor on Sun Sep 01, 2024 5:41 pm, edited 1 time in total.
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Re: Mystic Knight Merc Squad

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"Hounds of the Badlands"

---

Introduction:

“The Call for Help”

The adventure begins with Knight Two and his team of Dog Boys flying in their helicopters over the rugged, undeveloped Badlands, a largely uninhabited area home to D-Bee squatters, woodsmen, and a variety of monsters.

The helicopters, sleek and silent, glide through the sky over the rugged and desolate Badlands. Below them, the landscape is a harsh mix of dense forests, rocky outcrops, and stretches of barren tundra. The setting sun casts long shadows across the wilderness, painting the sky with hues of orange and purple.
Inside the lead helicopter, Knight Two sits in the co-pilot’s seat, his eyes scanning the horizon, ever watchful for any signs of danger or distress. The Dog Boys, seated behind him, are relaxed but alert, ready for whatever may come.

The cockpit is filled with the low hum of the helicopter’s engines and the occasional crackle of radio static. The pilots, their arms inked with magical tattoos, focus on their flight instruments, ensuring that their course is true. The atmosphere is one of calm professionalism, a quiet before the storm.

Suddenly, the serene atmosphere is shattered by a burst of frantic static on the radio. The pilot in the lead helicopter with a keen ear for trouble, quickly adjusts the radio frequency, trying to make sense of the garbled message coming through. The static clears for a moment, and a voice, filled with desperation and fear, cuts through the noise.

Radio Voice (Villager), (Pleading, voice trembling with terror) “Please… anyone… if you can hear this… we need help! The demon hounds… they’re coming for us… we can’t hold them off… please, save us!”

The transmission is punctuated by a background of chaotic noise—panicked voices, the sounds of people running, and the distant but unmistakable howls of something inhuman. The voice on the radio continues, the desperation in their tone growing with each word.

Radio Voice (Villager), (Voice breaking, on the verge of tears) “They’ve taken more of us… dragged them into the woods… we’re losing hope… if anyone can hear this, we’re begging you… please help us before it’s too late!”

The transmission crackles again, as if the signal is weakening, but the fear in the villager’s voice is clear. The message is abruptly cut off, leaving only the ominous sound of static and the faint echoes of the howls that had accompanied it.

Knight Two, his eyes narrowing in focus, immediately recognizes the urgency of the situation. He knows that the villagers are in grave danger, and that time is of the essence. He turns to the pilot, his voice calm but commanding.

Knight Two, (With a firm tone, indicating the urgency of the situation) “Lock in that signal. We’re heading there now.”

The pilot nods, quickly adjusting the helicopter’s course to follow the source of the transmission. The other two helicopters in the formation adjust their trajectory as well, forming up with the lead craft as they accelerate toward the village.

The Dog Boys, having overheard the transmission, exchange tense glances. The mention of "demon hounds" sends a chill down their spines, as the stories they’ve heard from other villages about the savage beasts come rushing back to them. They’ve fought many battles, but the thought of facing creatures as brutal and bloodthirsty as these "demon hounds" fills them with a sense of grim determination.

Rex, (Leaning forward, addressing Knight Two) “These demon hounds… sounds like we’re dealing with something worse than we expected. Whatever they are, we’ll take them down.”

Knight Two, (Nods)

As the helicopters speed toward the village, the sun dips below the horizon, casting the Badlands into darkness. The only light comes from the moon, now rising in the sky, and the soft glow of the instruments inside the helicopter. The sense of urgency heightens as the village’s location comes into view—a small cluster of lights surrounded by an ocean of dark forest.

The radio crackles to life again, but this time it’s only static, as if the source of the transmission has been silenced. Knight Two’s jaw tightens as he grips the armrest of his seat. He knows they’re running out of time.

Knight Two, (To the pilots, his voice carrying a sense of urgency and command) “Hot landing.”

The helicopters descend, the rotors cutting through the night air as they approach the village. Below, the lights of the village flicker, as if struggling to stay lit against the encroaching darkness. The howls of the demon hounds can now be heard clearly, carried on the wind like a harbinger of the battle to come.

As the helicopters touch down on the outskirts of the village, Knight Two and the Dog Boys disembark, their weapons at the ready. The howls grow louder, closer.

The helicopters descend through the canopy of trees, their rotors stirring the leaves and sending a gust of wind through the small, isolated village nestled deep in the forest. The village is a modest collection of wooden cabins and simple structures, surrounded by tall pines and thick underbrush. The buildings are weathered and worn, showing the signs of a community that has struggled to survive in this harsh and remote environment. The only illumination comes from a few flickering lanterns and the dim glow of firelight escaping through the cracks of closed shutters.

As the helicopters touch down in the central clearing, the villagers begin to emerge from their homes. Their faces are gaunt, their eyes hollow from days—maybe weeks—of fear and sleepless nights. They move cautiously, but there’s a palpable sense of relief as they see Knight Two and the Dog Boys disembarking from the helicopters. The villagers, though exhausted and terrified, cling to the hope that these mysterious warriors might be the answer to their desperate prayers.

“The Horrors of the Demon Hounds”

As Knight Two steps forward, the village elder—a man well past his prime, with a hunched back and a cane carved from an old tree branch—comes forward to greet them. His face is lined with age and worry, his eyes red-rimmed from lack of sleep. Behind him, the other villagers gather in a loose semicircle, their expressions a mix of hope and apprehension.

Village Elder, (Voice trembling slightly with emotion, bowing his head in gratitude) “Thank the gods you’ve come. We were beginning to lose hope… we didn’t think anyone would hear our pleas.”

Knight Two offers a respectful nod, his demeanor calm and reassuring, despite the tension in the air. The Dog Boys, standing tall and alert behind him, scan the surrounding forest with their keen senses, already attuned to any potential threats.

Knight Two, (With a steady voice, trying to calm the elder) “Tell it.”

The elder sighs deeply, leaning heavily on his cane as if the weight of the past few weeks has aged him far beyond his years. He gestures toward a nearby cabin, inviting Knight Two and the Dog Boys to step inside where they can speak more privately. Inside, the cabin is sparsely furnished, with only a rough-hewn table and a few chairs. The walls are adorned with faded pictures of family members and scenes from better times, a stark contrast to the fear that now grips the village.

As they sit around the table, the elder begins to recount the horrors that have plagued the village.

Village Elder, (His voice low, filled with dread) “It started a few weeks ago. At first, it was just the howling… horrible, guttural howls that echoed through the night. We thought it was wolves, maybe a new pack that had come down from the mountains. But then… we started finding our livestock slaughtered—ripped apart like they were nothing more than scraps of meat.”

The elder pauses, his hands trembling slightly as he recalls the gruesome scenes. The Dog Boys listen intently, their expressions hardening as they hear the details.

Village Elder, (Continues, his voice growing more strained) “It wasn’t long before people started disappearing. We’d find their homes empty, doors torn off their hinges, bloodstains on the floor… but no bodies. Just… gone. We searched the woods, but we found nothing. No tracks, no signs of a struggle. Just more of those damn howls.”

The villagers, standing silently in the doorway, nod in agreement, their eyes filled with haunted memories of friends and family lost to the night.

Village Elder, (His voice dropping to a whisper, as if speaking the words aloud might summon the beasts) “And then we saw them… creatures that walk like men but hunt like beasts. They’re… like your Dog Boys, but larger, more savage. They move through the trees like shadows, and when they strike… there’s nothing you can do. We started calling them ‘demon hounds,’ but whatever they are, they’re not natural. They’re something else, something… evil.”

Knight Two leans forward, his interest piqued by the elder’s description. He knows these aren’t ordinary beasts—what the villagers are describing sounds like Kill Hounds, the genetically modified monstrosities created by the Coalition States for warfare, now gone feral.

Knight Two, “Describe them.”

One of the younger villagers, a man with a deep scar running down the side of his face, steps forward to answer. His voice is rough, filled with the bitterness of someone who has seen too much too soon.

Scarred Villager, (Grimly) “They’re bigger than your Dog Boys. Broad shoulders, powerful limbs, covered in thick fur. Their eyes… their eyes glow in the dark, like embers. And their teeth… long, sharp, made for tearing through flesh and bone. They don’t just kill—they hunt, like they enjoy it. I’ve seen them drag people off into the woods, heard their screams cut short… only to find nothing but blood the next day.”

The room falls silent as the weight of the villager’s words sinks in. The Dog Boys exchange glances. They know they’re facing something far more dangerous than they first thought.

Village Elder, (Voice shaking with fear) “There’s more… it’s not just the hounds. We’ve seen others with them—giant bear-like creatures, and rats the size of men. They move together, like a pack. They’ve been killing for sport, leaving our homes in ruins, taking everything we have. We’re just simple folk… we can’t fight them off. We’ve tried… but they’re too strong, too fast.”

Knight Two rises from his chair, his mind already working on a plan to deal with these savage creatures. He turns to the Dog Boys, their eyes locked on his.

Knight Two, (With resolve, his voice carrying a tone of authority and reassurance) “We’ve got this.”

The elder nods, his eyes welling up with gratitude. For the first time in weeks, there’s a glimmer of hope in his gaze.

Village Elder, (Choking back tears of relief) “Thank you… thank you so much. We don’t have much to offer, but we’ll do whatever we can to help.”

Knight Two, (Nods)

As the villagers gather what little resources they have to aid, the team prepares to head into the dark, treacherous forest. The howls of the demon hounds echo in the distance, a reminder of the imminent danger.

---

The village cabin is dimly lit by the glow of a small fireplace, its flickering light casting long shadows across the rough-hewn wooden walls. The air inside is heavy with the weight of the villagers fears and the anticipation of the battle ahead.

Knight Two stands at the head of the table, surrounded by his Dog Boys, their faces a mixture of determination and concern. The village elder and a few other villagers sit nearby, eager to offer any help they can but acutely aware of the dangers that lie ahead.

Knight Two has always been a leader who values the skills and instincts of those who follow him. He knows that the Dog Boys are not just Dogs or Boys. Seeing the upcoming mission as an opportunity to strengthen their bond and build trust, Knight Two decides to take a step back and allow the Dog Boys to take a more active role in the planning.

Knight Two, (With a calm and confident tone, addressing the Dog Boys directly) “Each of you, think for yourselves.”

The Dog Boys exchange glances, surprised but also gratified by Knight Two’s approach. They’re used to taking orders, but the opportunity to contribute their own ideas and strategies is a mark of respect they don’t often receive. It’s clear that Knight Two trusts them, and that trust is empowering.

Rex, (The unofficial leader of the Dog Boys, speaking first with a serious tone) “Kill Hounds… they’re larger and stronger than regular Dog Boys. Genetically engineered for one purpose—killing. They’ve got enhanced senses, stronger jaws, and a vicious streak a mile wide. They’re designed to hunt D-Bees and supernatural threats, but when they go feral… they become something else. They don’t just kill—they enjoy it and they don’t back down.”

Fang, (Nods in agreement) “They won’t charge blindly into a fight unless they know they have the upper hand. They use guerilla tactics—ambushes, hit-and-run attacks. They know how to use the terrain to their advantage, especially in forests like this. We’ve seen it before. They’ll use the trees for cover, circle around, and strike from the shadows.”

Spot, (Chimes in with a hint of bitterness in his voice) “And they don’t just go after the strongest targets. They’ll pick off the weak, isolate them, and then go in for the kill. They want to break their prey before they kill them.”

Knight Two listens intently, absorbing every detail the Dog Boys provide. He knows that this information will be crucial in formulating a strategy, but he also wants to ensure the Dog Boys feel their input is valued.

Knight Two, (Encouragingly) “Go on.”

Rex, (Pauses, considering the options, then speaks confidently) “We need to turn their own tactics against them. Set traps, use bait to lure them into the open. They’re overconfident—they think they’re the apex predators out here. We can use that against them. Make them think they have the upper hand, then hit them hard.”

Fang, (Leaning forward, his eyes narrowing as he thinks through the plan) “We should split into small teams, just like they do. Move through the forest quietly, cover more ground. If we can figure out where they’re hiding during the day, we can strike when they least expect it. And if we hit them in waves, keep them off balance, we might be able to take out their leaders first. Without leadership, they’ll be less coordinated.”

Spot, (Adding with a smirk) “We should use the terrain to our advantage. Find choke points in the forest, places where their numbers won’t matter as much. Force them into narrow passes or down into ravines. We take them out one by one, instead of facing them all at once.”

Knight Two, (Nods approvingly, pleased with their tactical thinking)

Village Elder, (Tentatively offers as he listens to the discussion) “We’ve lived in these woods all our lives. We know the terrain well—where the ground is soft, where the underbrush is thick. There are old hunting trails, too, that only we know about. If these creatures have been around, we can show you where they might be hiding.”

Knight Two turns to the elder, appreciating the offer of local knowledge. He understands that in such a vast and unforgiving landscape, every piece of information could be the difference between victory and defeat.

Knight Two, (Gratefully, with a respectful nod) “Map them.”

The elder motions for one of the younger villagers, who brings over a set of crude maps. The maps are hand-drawn, detailing the forests, clearings, rivers, and even the locations where the villagers have heard the howls or found signs of the beasts. Knight Two and the Dog Boys study the maps carefully, marking potential ambush points, escape routes, and areas where the Kill Hounds might be lurking.

The Dog Boys, now fully invested in the mission, are eager to prove themselves.

---

“The Hunt Begins”

Knight Two follows the team into the dense forest, following the tracks of the Kill Hounds. The Dog Boys, using their enhanced senses, detect the scent trails and signs of recent activity.

The first night in the wilderness is tense, with distant howls echoing through the trees, reminding them that they are being watched. The group remains vigilant, setting up a fortified camp to protect against a potential ambush.

The forest is dense and shadowed, with thick undergrowth that tangles around the feet and towering trees that blot out the moonlight. The air is damp and filled with the earthy scent of moss and decaying leaves. Knight Two and the Dog Boys move cautiously through this treacherous terrain, their senses on high alert. They’ve been tracking the Kill Hounds and their savage companions for hours, and the silence of the forest is unsettling—too quiet, as if the woods themselves are holding their breath.

The Dog Boys fan out, their keen noses sniffing the air, picking up faint traces of unfamiliar scents. Their ears twitch at the slightest sound, but so far, the forest remains still, only the occasional rustle of leaves or distant hoot of an owl breaking the silence. Knight Two, ever vigilant, leads the group, his eyes scanning the darkened landscape for any sign of movement.

Suddenly, without warning, the Mutant Rats, who had been lying in wait, spring their trap with deadly precision. They strike from all sides, emerging from the shadows with terrifying speed and agility. These creatures are grotesque hybrids of man and rat, with wiry, sinewy bodies covered in matted fur. Their eyes gleam with malevolent intelligence, and their long, sharp teeth glint in the dim light as they launch themselves at Knight Two and the Dog Boys.

The Mutant Rats use the dense forest to their advantage, darting between trees and underbrush, making them difficult targets. They are smaller and faster than the Dog Boys, their movements erratic and unpredictable. The forest, once silent, is now filled with the sounds of snarls, the clash of metal on claws, and the rapid patter of feet as the rats attempt to swarm and overwhelm their prey.

Knight Two reacts instantly, his sword flashing as he parries the first attack. A Mutant Rat lunges at him, its claws extended and its maw wide open, aiming for his throat. With a swift, practiced motion, Knight Two sidesteps and brings his blade down in a clean arc, severing the creature’s head from its body. The rat collapses at his feet, but there’s no time to celebrate the kill—more are coming.

Rex, (Barking orders to the other Dog Boys as he fights off a pair of Mutant Rats) “Stay close! Don’t let them separate us! Use the trees for cover—force them into the open!”

The Dog Boys respond with coordination. They form a loose defensive circle, each member covering the others’ backs, ensuring that no Mutant Rat can slip through their defenses. Despite their size and strength, the Dog Boys are quick on their feet, using their agility to dodge and weave between the trees, just as the rats do.

Fang, with his heightened reflexes, catches a Mutant Rat mid-leap, sinking his combat knife into its side with brutal efficiency. The creature screeches in pain, but Fang silences it with a second, swift stab to the heart. Another rat tries to flank him, but Fang rolls out of the way, narrowly avoiding its claws, and counters with a slash that leaves the rat bleeding out on the forest floor.

Spot, always the joker but deadly serious in combat, uses his size and strength to his advantage. He grabs a Mutant Rat by the tail and swings it into a tree with bone-crushing force. The creature’s spine snaps with a sickening crack, and it slumps to the ground, lifeless. Spot grins grimly, his fur bristling with adrenaline as he prepares for the next attack.

Knight Two, realizing that the Mutant Rats are using hit-and-run tactics, quickly adjusts his strategy. He notices that the rats rely on their speed and the cover of the dense forest to strike and retreat. To counter this, he orders the Dog Boys to push the fight into a nearby clearing where the rats will be forced to engage in a more open confrontation, stripping them of their advantage.

Knight Two, (Commanding with precision, his voice carrying over the sounds of battle) “To the clearing!”

The Dog Boys respond immediately, fighting their way toward the clearing with brutal efficiency. Knight Two leads the charge, his sword a blur of motion as he cuts down any rat that gets in his way. The rats, sensing the shift in tactics, try to retreat back into the safety of the forest.

As the team bursts into the clearing, the Mutant Rats find themselves exposed, their previous advantage gone. Knight Two and the Dog Boys press the attack, their superior combat skills now fully on display. The rats, once so confident in their ambush, are now the ones on the defensive, and their ranks begin to falter.

Rex, lets out a fierce battle cry and charges at the remaining Mutant Rats. His claws and teeth tear through their ranks, cutting down one rat after another. Fang and Spot join him, their movements coordinated and deadly, finishing off any rat that tries to escape.

The forest, which had been a cacophony of violence, falls silent once more, save for the labored breathing of the team as they assess the aftermath of the battle.

The clearing is littered with the bodies of the fallen Mutant Rats, their blood soaking into the earth. The Dog Boys, though battered and bruised, stand victorious, their senses still sharp in case any of the rats survived the onslaught. Knight Two wipes his blade clean on the fur of a fallen rat, his eyes scanning the forest for any signs of further danger.

Rex, (Panting slightly, but with a satisfied grin) “That was close… but we got them. They won’t be ambushing anyone else.”

Knight Two, (Nods in agreement)

The Dog Boys nod, their respect for Knight Two deepens. The team quickly gathers their gear and prepares to move out, knowing that this was only the first of many challenges they’ll face in the hunt for the Kill Hounds.

Night has fully fallen over the dense, foreboding forest. The moon is obscured by thick clouds, plunging the landscape into near-total darkness. The air is cool and heavy with the scent of damp earth and decaying leaves, the only sounds being the occasional rustle of the wind through the trees.

Knight Two and the Dog Boys have set up a makeshift camp in a small clearing, surrounded by towering pines and tangled underbrush. The campfire casts flickering shadows, providing a small island of light and warmth in the otherwise impenetrable night.

The Dog Boys are on high alert, their senses sharp as they take turns standing watch. They know they are in dangerous territory, close to the hunting grounds of the Kill Hounds. The earlier encounter with the Mutant Rats has put them on edge, and they are acutely aware that the real threat—the Kill Hounds—could strike at any moment.

The attack comes without warning. The night is suddenly filled with a low, guttural growl, rising from all sides like a predator closing in on its prey. The Dog Boys immediately spring to their feet, weapons drawn, their eyes scanning the darkness for any sign of movement. But the forest is still, the only indication of the impending attack being the ominous sound that seems to echo from the trees themselves.

Before they can react, the Kill Hounds emerge from the shadows, their massive forms barely visible against the darkened backdrop of the forest. These creatures are terrifyingly powerful, larger and more muscular than any Dog Boy, their bodies covered in thick, matted fur. Their eyes glow with a feral light, and their jaws are lined with razor-sharp teeth, dripping with saliva. They move with a predatory grace, using the cover of darkness and their intimate knowledge of the terrain to close in on the camp.

At the forefront of the pack is Brutus, the hulking leader of the Kill Hounds. He is a monstrous figure, towering over the other hounds, his body rippling with raw muscle and power. Brutus’s eyes burn with intelligence and malice, and there’s a cruel, almost mocking grin on his face as he sizes up Knight Two and the Dog Boys. He knows they are skilled, but he also knows the advantage lies with him and his pack.

The Kill Hounds strike with terrifying speed and coordination. They charge into the camp, their roars shaking the very air. The Dog Boys barely have time to brace themselves before the first wave hits, and the clearing erupts into a chaotic melee of flashing claws, snapping jaws, and desperate cries.

Rex, always the first to react, meets the charge head-on, his combat knife flashing in the dim light as he slashes at the first Kill Hound that lunges at him. The hound snarls in pain as the blade cuts deep, but it doesn’t back down. Instead, it drives forward, using its massive weight to try and knock Rex off his feet. Rex holds his ground, pushing back with all his strength, but the sheer size and power of the creature force him to give ground.

Fang, fighting nearby, takes on two Kill Hounds at once. His movements are a blur as he ducks and weaves, avoiding their snapping jaws and powerful claws. He lands a series of quick, precise strikes, drawing blood from both hounds, but they are relentless, their attacks coming faster and more ferociously with each passing second.

Spot, using his size and strength, grabs a Kill Hound by the neck and slams it into a tree with a bone-shattering impact. The hound yelps in pain, but before Spot can finish it off, another hound barrels into him from the side, knocking him to the ground. The two hounds pounce on him, their claws tearing into his armor, but Spot fights back with a savage fury, throwing them off with a roar of defiance.

Amidst the chaos, Knight Two moves through the battle with purpose, his sword flashing in the firelight as he cuts down any Kill Hound that gets too close.
He knows that Brutus is the key to this battle—take him down, and the others might break. But Brutus is no easy target. The massive hound watches Knight Two with a cunning intelligence, waiting for the right moment to strike.

Knight Two spots Brutus across the clearing, and their eyes lock in a moment of mutual recognition but before Knight Two can make his move, Brutus lets out a deafening roar, and the Kill Hounds surge forward in a coordinated assault, overwhelming the Dog Boys with their sheer numbers and ferocity.

The Dog Boys fight back with everything they have. Despite being outnumbered and outmatched in size, they use their teamwork to hold the line. They form a tight defensive formation, covering each other’s backs, and slowly begin to push the Kill Hounds back. The battle is brutal, with injuries on both sides, but the Dog Boys refuse to give ground.

Knight Two, seeing an opening, charges at Brutus. The massive Kill Hound meets him head-on, their clash sending shockwaves through the clearing. Brutus is faster and stronger, but Knight Two’s skill and experience give him an edge. The two engage in a deadly dance of steel and claws, each trying to outmaneuver the other.

For a moment, it seems as though Knight Two might gain the upper hand—he lands a deep slash across Brutus’s side, drawing a howl of pain from the beast. He retaliates with a savage swipe of his claws, forcing Knight Two to leap back to avoid a fatal blow.

Just as the battle reaches its peak, Brutus lets out another roar—this time, a signal to his pack.

The Kill Hounds begin to retreat, melting back into the shadows as quickly as they had appeared. Brutus, bleeding but unbowed, glares at Knight Two, his eyes filled with a promise of future vengeance, before disappearing into the darkness with the rest of his pack.

The forest falls silent once more, the only sound being the labored breathing of the Dog Boys and the crackling of the campfire. The ground is littered with the bodies of the fallen hounds, their blood soaking into the earth. Knight Two and the Dog Boys are battered and bruised, but they have survived the ambush.

Knight Two sheathes his sword, his mind already racing as he assesses the situation. The Kill Hounds have retreated, but he knows they’ll strike again—and next time, they’ll be even more dangerous. He turns to his team, his voice calm but urgent.

Knight Two, (activates his Blood dripping Rose tattoo)

The Dog Boys nod in agreement. Their injuries close. They know that the Kill Hounds are still out there, lurking in the shadows, waiting for the right moment to strike again. They accept this magical healing.

As the team begins to regroup, they notice signs that the Kill Hounds have left behind—claw marks on the trees, tracks in the dirt, and the lingering scent of blood and fur. It’s clear that Brutus and his pack are not finished with them. The ambush was just the beginning, a test of their strength and resolve.

As the team moves out of the clearing, the forest around them seems to watch and wait, the darkness alive with unseen dangers.

---
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darthauthor
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Re: Mystic Knight Merc Squad

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The forest is dense and foreboding, its towering trees and thick underbrush creating a labyrinth of shadows and hidden dangers. The ground is uneven, dotted with rocks and roots that make every step treacherous. The air is thick with the scent of pine and damp earth, mingled with the lingering stench of blood from the previous encounters. Knight Two and the Dog Boys have retreated to a remote location deep within the forest—a natural choke point surrounded by cliffs and rocky outcrops that create a perfect trap.

The clearing they’ve selected is deceptively open, with only a few large boulders and fallen logs for cover. However, the Dog Boys have turned this seemingly vulnerable position into a deadly killing ground. They’ve spent hours meticulously setting up traps, using the terrain to their advantage. Tripwires, pitfall traps, and hidden spike pits have been carefully concealed under leaves and debris, ready to ensnare the Kill Hounds when they charge into the ambush.

The Dog Boys move with discipline, using their knowledge of the Kill Hounds’ behavior to set the traps. They understand that the Kill Hounds are brutal but overconfident predators who will charge headlong into what they perceive as a vulnerable target. The traps are designed to exploit this arrogance, using bait to lure the hounds into the kill zone.

Rex, (Overseeing the setup, his eyes scanning the terrain for any weaknesses) “Place the spike pit here, just under that layer of leaves. If they’re charging, they won’t see it until it’s too late. Fang, make sure the tripwires are tight. We need them to stumble right into our line of fire.”

Fang, (Working quickly but carefully, securing the tripwires and checking their tension) “It’s set. They won’t know what hit them.”

Spot, (Grinning as he finishes camouflaging a pitfall trap) “I’d love to see the look on Brutus’s face when he realizes he’s walked right into our trap.”

The bait—a carefully butchered deer carcass, its blood still fresh—has been strategically placed in the center of the clearing. The scent is strong, carried on the wind to lure the Kill Hounds out of the forest and into the trap.

As night falls, the Dog Boys take their positions around the clearing, hidden among the rocks and underbrush. The campfire is intentionally left burning in the center of the clearing, its light flickering eerily in the darkness. It’s a deliberate ruse—meant to draw the Kill Hounds into thinking their prey is vulnerable and exposed.

The howls of the Kill Hounds echo through the forest, signaling their approach. The Dog Boys tense, their senses on high alert. Knight Two watches from his vantage point, his hand resting on the hilt of his sword, ready to spring into action.

The first Kill Hounds emerge from the treeline, their eyes glowing in the darkness, reflecting the firelight. They sniff the air, their nostrils flaring as they catch the scent of blood.
Brutus, the hulking leader, steps forward, his massive frame silhouetted against the night sky. He growls, low and menacing, as he surveys the clearing, unaware of the deadly traps that lie in wait.

Knight Two, (Murmuring to himself, his eyes locked on Brutus) “Come on… just a little closer.”

The Kill Hounds charge, their primal instincts driving them toward the bait. They move with terrifying speed, their claws tearing into the ground as they rush forward. But as they cross into the clearing, the first of the traps is sprung. A Kill Hound trips a wire, triggering a hidden spike pit that impales it before it can even cry out. Another is caught in a snare, lifted off its feet and left helpless as the Dog Boys unleash a hail of gunfire.

The clearing erupts as the traps spring into action. The Kill Hounds, caught off guard, struggle to regroup. Some fall into the pit traps, impaled on spikes, while others are brought down by the Dog Boys precise fire. But the Kill Hounds are not so easily defeated.

Brutus, enraged by the loss of his packmates, roars and charges straight at Knight Two, ignoring the danger. He barrels through the traps, his immense strength allowing him to tear free of the snares and avoid the pits. The Dog Boys try to bring him down with concentrated fire, but Brutus is too fast and too powerful. He reaches Knight Two in a matter of seconds, his claws slashing through the air with lethal intent.

Knight Two meets Brutus’s charge head-on, his sword flashing as he parries the first attack. The force of the blow is staggering, but Knight Two holds his ground. The two engage in a brutal duel, Brutus’s raw power clashing against Knight Two’s skill.

Brutus, (Roaring, his voice a guttural snarl) “You think you can outsmart me, human? I’ll tear you apart!”

Knight Two, (his focus unshakable) He parriess and counters, aiming for Brutus’s weak points—his joints, his underbelly—slowly wearing the beast down.

Meanwhile, the rest of the Kill Hounds, led by the remaining pack members, continue their assault.

The Dog Boys fight with a mixture of tactical precision, each of them taking down the hounds. But the battle becomes even more dangerous as the Ursa Warriors—massive, bear-like mutants—enter the fray.

The Ursa Warriors are incredibly strong, their massive paws capable of crushing bones with a single swipe. The Dog Boys, recognizing the threat, focus their attacks on these formidable foes. Rex leads a coordinated strike, using the traps and the terrain to slow the Ursa Warriors down while the Dog Boys unleash their full firepower.

Rex, (Shouting commands, his voice clear over the sounds of battle) “Keep them at range!”

The Dog Boys work together, their movements synchronized as they circle the Ursa Warriors, striking with precision and retreating before the beasts can counterattack. One Ursa Warrior roars in pain as a well-placed shot from Fang cripples its leg, causing it to stumble. Spot finishes it off with a powerful blast from his rifle, the creature collapsing with a final, earth-shaking thud.

Back in the center of the clearing, Knight Two and Brutus continue their duel. Both are wounded, their strength waning, but neither is willing to back down. Brutus lunges with a final, desperate attack, his claws aimed at Knight Two’s throat. But Knight Two, parries the blow and delivers a devastating strike to Brutus’s exposed flank.

Brutus howls in agony, the blow crippling him. Knight Two doesn’t hesitate—he drives his sword deep into Brutus’s chest, piercing the heart. Brutus’s eyes widen in shock, his massive body shuddering as the life drains from him. With a final, gurgling growl, Brutus collapses to the ground, dead.

With the death of Brutus, the remaining Kill Hounds lose their will to fight. The hounds, now leaderless and demoralized, are quickly dispatched by the Dog Boys’ relentless assault. The clearing, once filled with the sounds of battle, falls silent as the last of the Kill Hounds is brought down.

Knight Two pulls his sword free from Brutus’s lifeless body, his chest heaving with exertion. He surveys the battlefield, seeing the fallen enemies and the exhausted but victorious Dog Boys. The threat of the Kill Hounds has been eliminated.

Rex, (Approaching Knight Two, his voice filled with respect and relief) “We did it. Brutus is dead… and the rest of them won’t be causing any more trouble.”

Knight Two, (Nods, wiping the blood from his sword) “It’s over.”

---

Knight Two and the Dog Boys return to the village, where they are welcomed as heroes. The villagers prepare a feast in their honor, and for the first time in many nights, the village is peaceful and quiet.

Knight Two reflects on the mission, the savagery of the Kill Hounds.

After a night of rest and recuperation, Knight Two and the Dog Boys prepare to depart. The villagers, though sad to see them go, understand that their heroes have other battles to fight and other lives to save.

As the helicopters lift off, Knight Two and the Dog Boys look out over the village one last time.

---

Brutus

Attributes (Kill Hounds):
I.Q. 10
M.E. 18
M.A. 7
P.S. 34 +19 damage; Lift and carry 3,400 lbs (or 1542 Kilograms)
P.P. 20
P.E. 23
P.B. 10
Spd 54 running
Digging: 8

Leap: 15 feet (3.6 m) high or lengthwise from a standing still position and 30 feet (9 m) high or long with a running start.
Supernatural endurance:
Rarely fatigues (can be active for six hours without tiring)
+3 to save vs poison, drugs and disease.

Kill Hound Bonuses: Use in place of the Dog Boy R.C.C. Physical
Bonuses: +5 on initiative, +2 to strike, +2 to save vs disease and
poison, +2 to save vs possession, +10 to save vs horror factor.

Hit Points: 56
S.D.C.: 70

R.C.C. Skills of a Coalition Kill Hound:
Speaks American and Spanish at 85% efficiency
Radio: Basic: 90%
Track Humanoids: (by sight) 80%
Track Animals: (by sight) 75%/85%
Escape Artist: 75%
Pilot Motorcycle/Hovercycle: 96%
Climbing: 85%
Running
Boxing
Land Navigation: 74%
Wilderness Survival: 90%

W.P. Energy Pistol
W.P. Energy Rifle
W.P. Blunt
W.P. Knife (vibro-blades)
W.P. Sword
Hand to Hand: Martial Arts 8th Level
+6 on initiative
6 Attacks per Melee
+7 to strike
+8 to Dodge and Parry

O.C.C. Related:
Camouflage: 70%
Detect Concealment: 65%
Dowsing: 70%
Prowl: 77%

4th level:
Gymnastics

8th level:
Outdoorsmanship

Secondary Skills:
Fasting: 66%
First Aid: 80%
Fishing: 75%
Lore: Demons & Monsters: 60%

3rd:
Identify Plants & Fruit: 60%

6th:
Hunting
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darthauthor
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Re: Mystic Knight Merc Squad

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The three helicopters, silent and sleek, glide through the early morning mist over a vast expanse of rugged wilderness. Below them, the dense forest stretches out in every direction, interrupted occasionally by small clearings and rocky outcrops. As the helicopters approach a break in the trees, a small, isolated community comes into view—a modest gathering of homes and structures nestled in a shallow valley, protected on all sides by the surrounding forest.

This is a D-Bee community, the village is simple and utilitarian, built for survival in a harsh and unpredictable environment. The homes are constructed from a mix of materials—wood from the surrounding forests, stone from nearby quarries, and scavenged metal from the remnants of a long-gone civilization. The buildings are low and sturdy, designed to withstand both the elements and any potential threats from the wilds.

The village is coming to life as the sun begins to rise. Villagers, a mix of different D-Bee species, go about their morning routines with a quiet efficiency that speaks to the hard realities of life on Rifts Earth. Most of the villagers are humanoid in shape, but their appearances vary widely—some have skin tones of deep blues or greens, others possess elongated limbs or eyes that reflect the light like a cat’s. Despite their differences, they work together in harmony, a testament to the bonds they’ve formed in this shared exile.

A group of villagers is already at work in the fields just outside the village, tending to crops that have been carefully cultivated in the rocky soil. The crops are hardy, genetically modified to thrive in these conditions, but they require constant attention. Others are busy repairing a section of the protective wall that encircles the community—a rudimentary but effective barrier made of sharpened logs and scavenged metal sheets, reinforced by magic and basic technology.

In the center of the village, a communal fire pit (Eternal Flame) with an elderly D-Bee with a hunched back and long, flowing robes. Around the fire, several children are gathered, listening intently as another elder tells them stories of their home world—a place of peace and beauty, now lost to them forever. The stories, passed down orally from generation to generation, are one of the few connections the villagers have to their past.

Despite the hardships, there is a sense of quiet contentment in the community. The villagers find joy in the simple pleasures of life—watching the sun rise over the trees, sharing a meal with family, or listening to the songs of the birds that nest in the forest. These moments of peace are precious in a world where survival is a constant struggle.

In one corner of the village, a group of children plays a game with stones and sticks, their laughter a bright, happy sound in the morning air. Nearby, a mother gently rocks her infant in her arms, humming a soft lullaby from her homeland. It’s a rare moment of calm before the day’s work begins in earnest.

As the helicopters approach, the sound of their rotors slicing through the air grows louder, catching the attention of the villagers below. The D-Bees pause in their work, looking up with a mixture of curiosity and wariness. Helicopters are a rare sight in these remote parts, and the arrival of such advanced technology can only mean one of two things: help or danger.

The village’s protectors, a small band of seasoned warriors and mages who have taken it upon themselves to defend this community, step forward, their eyes narrowing as they assess the approaching aircraft. They are armed with a mix of salvaged weapons and enchanted items, ready to defend their home if necessary. One of them, a tall, imposing figure with skin the color of dark emerald and eyes that glow faintly with magical energy, raises a hand to signal the others to hold their positions. They will not act until they know whether these newcomers are friend or foe.

The villagers gather in the open area at the center of the village, near the fire pit, watching the helicopters with a mix of hope and trepidation. Some of the elders murmur among themselves, debating whether this visit could bring trade, news, or something more sinister. The children, sensing the tension in the adults, fall silent, their games forgotten as they cling to their parents.

The helicopters circle once, then begin to descend, their presence casting long shadows over the village. As they touch down in the clearing just outside the protective wall, the villagers brace themselves, ready for whatever might come next. The protectors stand at the forefront, their weapons at the ready, but their posture is cautious rather than hostile. They know that in this world, not every stranger is an enemy, but it’s better to be prepared.

The atmosphere in the village is thick with anticipation, a mix of hope and fear. For the D-Bees, life is a constant balancing act between finding small moments of peace and facing the harsh realities of their existence. The arrival of the helicopters could tip that balance in either direction.

The villagers' eyes remain fixed on the helicopters, waiting to see who or what will emerge. Will these visitors bring aid, or will they be another threat in an already dangerous world? For now, all they can do is wait and see, their lives poised on the edge of uncertainty as the morning light begins to break through the clouds.

---

The helicopter hums steadily as it flies low over the dense forest, the trees below stretching endlessly in all directions. Knight Two sits in the co-pilot’s seat, his eyes scanning the terrain as they approach the area where the D-Bee community is located. The morning sun filters through the canopy, casting dappled light across the landscape. Inside the helicopter, the Dog Boys are seated in the back.

Knight Two reaches for the radio, his voice calm and measured as he speaks into the mic. He knows that the D-Bees below might have a radio, and he hopes to make contact before landing. His goal is to establish peaceful communication, to ensure that the D-Bees do not feel threatened by their presence.

Knight Two, (Into the radio, his tone professional yet non-threatening) “If you can hear this, respond.”

There is a moment of silence as the radio transmission hangs in the air. The helicopter continues its steady course, circling at a low altitude to maintain visual contact with the ground. Knight Two waits, his gaze fixed on the horizon, ready to make the next move depending on the response—or lack thereof.

After several seconds of static, it becomes clear that there is no immediate response from the D-Bees. Knight Two considers the possibility that they either don’t have a working radio or are too afraid to respond. He knows that landing directly in their midst could be seen as an act of aggression, so he decides to proceed with caution.

Knight Two, (To the pilot, decisively but calmly) “Land outside.”

The pilot nods and begins the descent, guiding the helicopter to a clearing just outside the D-Bee village. The trees part to reveal a flat patch of ground where the helicopter can touch down safely, away from the homes and central area of the village. The rotors kick up dust and leaves as the helicopter lands softly on the forest floor.

As the helicopter settles, Knight Two turns to the Dog Boys, his expression serious but composed. He knows that the presence of Coalition troops can inspire fear among D-Bees.

Knight Two, (In a firm but measured tone, addressing the Dog Boys) “Talk, NOT fight.”

The Dog Boys nod in unison, their discipline evident in their responses. They understand the complexity of their mission—while they are loyal to the Coalition and conditioned to see D-Bees as potential threats, they also know that not all D-Bees are enemies. This is a delicate situation but they trust Knight Two.

Knight Two and the Dog Boys disembark from the helicopter, their movements non-threatening. Knight Two leaves behind his weapons. The Dog Boys keep their weapons holstered or slung over their shoulders, taking care to avoid any gestures that could be misinterpreted as aggressive.

The forest around them is quiet, the only sound being the distant rustle of leaves and the hum of the helicopter’s cooling engines.

Knight Two leads the group toward the edge of the clearing, where the first homes of the D-Bee community come into view. The buildings are simple but sturdy, built from wood, stone, and scavenged metal. Smoke rises from chimneys, and the faint sounds of daily life—tools clinking, voices murmuring—can be heard from within the village.

The Dog Boys, trained to assess threats quickly, take in their surroundings with a mixture of curiosity and caution. They’ve been taught to be wary of D-Bees, but they also understand that not every D-Bee poses a danger. The village appears peaceful, its inhabitants likely focused on survival rather than conflict.

As they approach the village, Knight Two raises his hand in a gesture of peace. He stops at a respectful distance from the nearest building, waiting for the D-Bees to notice them. He knows that patience is key in situations like this—rushing in could lead to misunderstandings or unnecessary conflict.

Knight Two, (Calling out, his voice loud enough to carry but still calm) “Trade.”

There is a pause as the village responds to the unexpected visitors. A few of the villagers emerge from their homes, their expressions wary and guarded. They are of various species, each with distinct features that mark them as D-Bees—skin tones and textures, elongated limbs, eyes that shimmer with an otherworldly glow. The protectors of the village, armed with a mix of weapons and magic, stand at the forefront, their posture defensive but not immediately hostile.

Knight Two maintains his stance, making no move to advance further. He wants to give the D-Bees time to assess the situation, to see that he and the Dog Boys are not here to attack. The Dog Boys stand quietly behind him.

Village Protector, (A tall D-Bee with emerald-green skin steps forward, his eyes glowing faintly with magical energy, voice cautious but clear) “What do you want here, human? Why have you come to our village?”

Knight Two, (Uses the Tongues spell; Respectfully, with a tone that conveys sincerity) “Trade.”

The village protector studies Knight Two carefully. There is a long, tense moment where the outcome could go either way—peace or violence.

Finally, the protector lowers his weapon slightly, though he remains cautious. He nods slowly, signaling to the other villagers that they can relax, if only a little. The tension in the air eases slightly, though the sense of wariness remains.

Village Protector, (cautious but more open) “We’ll listen to what you have to say. But know this—we will kill to defend our home.”

Knight Two, (Nods in return, appreciating the protector’s stance)

---

The village is arranged in a loose circular pattern, with the central area serving as a communal space for gatherings, cooking, and storytelling. This area is dominated by a large, communal fire pit made of stones collected from the nearby riverbed. Around the fire pit, several simple benches and logs serve as seating for the villagers, who often gather here in the evenings to share stories, sing songs, and discuss the events of the day.

The homes are arranged around this central area, forming a protective ring that faces outward toward the forest and the open plains beyond. This layout is intentional, allowing the community to quickly mobilize and defend against any external threats. The paths between the homes are worn but well-kept, with small gardens and patches of herbs growing wherever the soil is rich enough to support them. These gardens are vital for the community's sustenance, providing fresh produce and medicinal plants that supplement their diet.

The primary material used in construction is wood, harvested from the dense forests that surround the village. The villagers have honed their woodworking skills over the years, creating sturdy, interlocking beams and planks that form the framework of their homes. The wood is treated with natural oils and resins to protect it from rot and insect infestation, ensuring the structures can withstand the elements for years.
Stone is used extensively in the construction of the foundations and lower walls of the buildings. Quarried from nearby hills, the stone is rough-hewn and uneven, but it adds a sense of permanence and solidity to the homes. The villagers have also incorporated stone into other parts of the village, such as the fire pit and pathways, giving the community a rugged, enduring feel.

Metal, scavenged from the remnants of a long-gone civilization, is used sparingly but strategically. The metal is often repurposed from old vehicles, machinery, or ruins found in the surrounding wilderness. It is used to reinforce doors, windows, and rooftops, providing an added layer of protection against both natural elements and potential attackers. Some homes have metal shutters that can be closed during storms or when the village is under threat, transforming the buildings into fortified bunkers.

The homes are low and squat, designed to be as unobtrusive as possible, blending into the landscape. The roofs are pitched to allow rain and snow to slide off easily, with overhangs that provide shade in the summer and shelter in the winter. Many of the roofs are covered in thatch, collected from the tall grasses that grow in the valley, while others are topped with wooden shingles or sheets of salvaged metal. Chimneys rise from the center of each home, made of stone or metal, allowing smoke from cooking fires and stoves to escape.

Inside, the homes are simple but functional. The floors are often packed earth or stone, covered with woven mats or rugs to provide some insulation against the cold. The walls are lined with shelves and hooks, where tools, weapons, and everyday items are stored within easy reach. Furniture is minimal—wooden tables, benches, and beds with mattresses stuffed with straw or feathers. Each home has a central hearth or stove, which serves as the main source of heat and is also used for cooking. The hearth is the heart of the home, around which the family gathers at the end of each day.

The homes are designed with defense in mind. The doors are thick and reinforced with metal, capable of withstanding significant force. In the event of an attack, the villagers can quickly barricade themselves inside, turning their homes into small fortresses. Windows are small and set high in the walls, reducing the risk of entry, and are often covered with metal shutters that can be locked from the inside.

Surrounding the entire village is a protective wall, constructed from sharpened logs and reinforced with stone and metal. This wall is the first line of defense against any threats from the wilderness, be they wild animals, raiders, or worse. The wall is regularly maintained and patrolled by the village’s protectors, who are always on the lookout for signs of danger.

On the outskirts of the village, near the protective wall, is a small workshop and forge where the villagers repair tools, craft weapons, and work on building materials. The forge, fueled by a magic spell of Eternal Flame, is a vital part of the community, providing the metalwork needed to maintain their defenses and improve their living conditions. The clang of hammers and the hiss of quenching metal are familiar sounds in this area, a constant reminder of the hard work that keeps the village safe.

A stream runs through one side of the village, providing fresh water for drinking, cooking, and irrigation. The villagers have built a series of small dams and channels to control the flow of water, directing it to where it is needed most. Near the stream, a small wooden building serves as the village’s communal laundry, where clothes and linens are washed and dried. The proximity to water is one of the reasons this site was chosen for the village, as it is essential for both daily life and agriculture.

Several small, sturdy buildings near the center of the village serve as granaries and storage for food supplies. These structures are raised off the ground on stone pillars to protect them from flooding and pests. Inside, dried grains, smoked meats, and preserved vegetables are stored in large bins and barrels, ensuring the community has enough food to survive through the winter and any lean times.

Life in the village is defined by hard work and cooperation. The villagers rise with the sun and spend their days tending to crops, repairing their homes, and preparing for the future. There is little time for leisure, but there is a deep sense of satisfaction in their work. Every task, no matter how small, contributes to the survival of the community, and this shared purpose creates strong bonds among the villagers.

Despite the challenges, the villagers find joy in the simple things—watching the sunrise over the mountains, sharing a meal with family and friends, or listening to the stories of their elders around the fire. These moments of peace and connection are precious, a reminder that even in a harsh and dangerous world, there is still beauty to be found.
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darthauthor
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Re: Mystic Knight Merc Squad

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The Gathering of the D-Bees

The room was large and circular, carved from stone by earth-shapers, with rows of tiered stone seating. At the center stood a figure, flanked by two large Dog Boys, their eyes gleaming in the eerie light. The air was tense, thick with distrust and fear, as D-Bees of all shapes and sizes filled the chamber, their voices low and anxious.

From the back of the room, a tall, elegant figure stepped forward. Her silvery skin shimmered in the flame’s glow, and her eyes were deep pools of black.

She was Rihalla, one of the most respected members of the community—a Seer and an elder. She raised her hand, and the room fell silent.

“Knight Two,” she began, her voice carrying an unnatural calm. “You stand among us as an enigma. We know what your kind have done to ours. Your Coalition would see us dead, for no reason other than that we exist. And yet, here you are, captured but unbroken. We have kept you and your... Dog Boys... alive to learn what you intend. Now, you ask how such a thing as trust can be proven.”

She paused, letting the weight of her words settle over the room. “How, indeed?”

Knight Two, helmet still on, tilted his head slightly, assessing the room. His voice, modulated and cold, echoed through the chamber. “I ask not for your trust. Trust is earned, not given. What do you want?”

A murmur rippled through the crowd. One of the younger D-Bees, a reptilian figure with dark green scales and sharp yellow eyes, hissed from the side, “We want to know why we shouldn’t kill you right now and save ourselves the trouble.”

A heavier figure, broad and muscular with fur covering his body, rumbled, “Yes, how do we know you’re not just another Coalition soldier waiting to call in reinforcements and burn us out of our homes?”

Knight Two stood still, seemingly unbothered by the accusations. The Dog Boys beside him, however, shifted uneasily, their sensitive ears twitching as they scanned the room for any sudden movement.

“We are not the Coalition,” Knight Two said evenly. “We have separated from them, and my men and I... make our own way.”

Rihalla’s gaze narrowed, skeptical. “Words. Words are easy. We have heard many such promises before—none ended well for our kind.”

Another elder, this one a squat, gnarled creature with leathery skin and glowing red eyes, stepped forward. His voice was rough, but wise. “We have survived here by trusting no one but each other. This land is hostile enough—monsters in the forest, the harsh elements—but it is human hatred that drives us into hiding. You may claim to be different, but what proof do we have? What can you offer us besides your word?”

Knight Two was silent for a moment, as if weighing his options. Finally, he spoke.

“Trade.” His voice cut through the tension like a blade. “Food and information from outside.”

The reptilian figure from earlier hissed again. “You speak of trade, but we’ve seen what your kind trade in—domination. Slavery. Death.”

Knight Two didn’t flinch. “Make an offer.”

Rihalla’s eyes bore into him. “And how do we know this isn’t a ploy? That you won’t return with more of your kind, armed with the knowledge of our existence?”

The room fell silent again, all eyes on Knight Two. His answer would determine their fate.

“THEY will come if we don’t return,” he said.

Rihalla glanced around the room, taking in the worried faces of her people. The diversity that united them in fear of the Coalition now threatened to tear them apart with uncertainty. Some wanted to kill Knight Two and the Dog Boys, fearing the danger of their return. Others, the savvier members, saw the potential value in what he offered—trade, resources, knowledge.

After a long silence, Rihalla spoke again, her voice softer but resolute. “What we want is a future. Not just survival, but something more. And that, perhaps, is something we cannot achieve alone.”

She turned to the council of elders, their expressions varied but attentive. “We cannot trust them yet. But perhaps, we can test them. Some stay, some go. Hostages. If they betray us, there will be no more mercy. But if they return with what they promise... perhaps we will have found trading partner.”

The chamber buzzed with murmurs as the council considered her words. Finally, the gnarled elder spoke again, nodding slowly. “Agreed. We will give them their test.”

Knight Two inclined his head, a gesture of respect.

The Dog Boys, sensing the shift in the room, relaxed slightly. But the tension remained, a quiet reminder that trust was still a fragile thing in this world. As Knight Two and his men were led away, Rihalla remained behind, staring into the Eternal Flame, wondering what the future would bring for her people—whether this choice would lead them to something better, or if it would be their undoing.

Knight Two adjusted the worn cloak over his armor. Now, in the guise of a mercenary, the Mystic Knight walks through the heart of the D-Bee community, his two Dog Boys close behind, their eyes alert and ears twitching. He appears calm, but beneath his mask of indifference, his mind was a whirlwind of thoughts.

With all his experience facing demons, monsters, and the horrors of the Rifts, this place felt different. The D-Bees—aliens, outsiders—were unlike any of the otherworldly beings he had encountered before. They weren’t threats to be vanquished or dark creatures of the night. These were people, trying desperately to preserve what little they had left of their cultures while surviving in this harsh, broken world.

His guide, an elder named Vonnak, was a massive, hulking figure covered in tough, grayish skin with an elongated face and deep-set eyes. He moved with surprising grace for someone of his size, his thick, clawed hands gesturing as he spoke.

“This is our market,” Vonnak said, his deep voice rumbling like distant thunder. He pointed to a series of small stalls set up beneath a canopy of glowing vines that hung from the trees above. The vines, Knight Two noticed, weren’t natural—they pulsed with a soft, magical light, a subtle reminder of the community’s mystical prowess. “We trade what we can—crafted goods and occasionally, food, when we have it to spare. We are short on variety, though.”

Knight Two nodded, his expression neutral. He could hear the concern in Vonnak’s voice, the underlying anxiety about food and their community’s survival. The Mystic Knight’s mind was already calculating possibilities, strategies for negotiation, but he kept his thoughts to himself for now.

Using the spell Tongues, he understood every word spoken around him, though he kept the secret of this ability well-guarded. It was better that these people thought him a simple mercenary with limited knowledge of their language. But as he listened to the murmurs of the D-Bees passing by, he caught snippets of conversation—whispers of fear, distrust, and curiosity. They spoke of him, of his Dog Boys, and of what his presence might mean for their fragile peace.

One of the Dog Boys, a sleek, dark-furred soldier named Ripper, growled softly under his breath. “They’re watching us. Every move.”

Knight Two gave the faintest nod. “Let them, but don’t provoke.”

As they moved further into the heart of the community, Knight Two observed the diversity around him. It was striking—dozens of different species, each with their own distinct appearances and customs, all coexisting in this small, isolated sanctuary. He saw a group of winged beings, their feathers shimmering in the soft light, haggling over what looked like mice. Nearby, a pair of reptilian creatures with thick, scaled tails were working on a stone structure, using tools to shape the stone into precise forms.

“This was not always our home,” Vonnak continued, his tone more solemn now. “We were once scattered, hunted by your kind—by the Coalition. But here, in this forest, we found a place where we could live without fear. The monsters that roam these woods, the dangers of the wilderness—they have become part of our lives, as much a challenge as anything else. But it is the Coalition that we fear most.”

Knight Two’s gaze drifted over a group of D-Bee children playing near a fountain of crystal-clear water, the liquid flowing in impossible shapes, guided by unseen forces. He studied their innocent faces, their laughter echoing in the air. They didn’t know to be afraid of him, not yet. But their parents, the elders, the leaders—they knew danger all too well.

“What do you teach them?” Knight Two asked, gesturing subtly toward the children. His voice was calm, disinterested on the surface, but inside he was curious. What future did these people envision for their young in such a hostile world?

Vonnak hesitated for a moment, then answered, “We teach them to survive. We teach them the old ways, the ways of our ancestors. Each of us has brought a piece of our heritage here, and we share it with the young ones. They learn to fight, to use magic, to create. They learn the stories of our past so that they may carry them forward.”

The Mystic Knight nodded again, digesting the information. He had seen so many places like this—communities clinging to whatever remnants of their former lives they could hold on to. But this one was different. They had something here, something powerful. Not just the magic, but the unity, the determination. It reminded him of Free Quebec in some ways, but with a wild, unpredictable energy that the rigid human societies lacked.

As they walked through a narrow street lined with simple stone and wood dwelling (alien shaped), a small crowd of D-Bees gathered at the side, watching. One of them, a tall figure with iridescent blue skin and long, flowing hair, stepped forward and spoke in a melodic language that carried on the wind. With the Tongues, Knight Two understood perfectly.

“Why are you here, human? What do you want from us?”

Knight Two paused, meeting the gaze of the blue-skinned being. There was no hostility in their voice, only a weary caution.

“We seek an understanding,” he replied, choosing his words carefully. “The world outside is vast, dangerous. There are forces beyond your village that could threaten us. We may not be allies, but we don’t have to be enemies.”

Another D-Bee, this one covered in dark, bark-like skin, stepped forward. “We know the dangers. We’ve faced them before. But your kind… the Coalition… they do not negotiate. They do not care for understanding. Why should we believe you’re any different?”

Knight Two’s eyes flickered to Vonnak, who remained silent, watching the exchange carefully. The Mystic Knight turned back to the crowd, considering his next move. He could tell them he is not Coalition or Free Quebec, but would that be enough?

Instead, he decided to offer them something tangible.

“Food,” he said plainly. “Trade and you’ll have it.”

A murmur spread through the crowd, their reactions mixed. Some seemed intrigued, others remained wary. The blue-skinned D-Bee narrowed their eyes, clearly weighing his words.

“And what if we refuse? What if we decide you’re too dangerous to let live?”

Knight Two’s posture remained relaxed, but his voice took on a harder edge. “Death will come.”

Silence fell over the crowd as the D-Bees exchanged uncertain glances. Finally, Vonnak raised a hand, his voice rumbling once again. “Enough. We will discuss this further with the council. Knight Two, you have made your offer. We will consider it. For now, you may return to your quarters.”

Knight Two nodded, understanding the unspoken command. The tour was over for now, and the real negotiations had only just begun. As he and his Dog Boys turned to leave, he couldn’t help but feel the weight of the community’s eyes on his back. They were a resilient people, but they were also desperate. And desperation, as he well knew, could lead to dangerous decisions.

If he played his cards right, it could mean allies. If not... well, he had faced worse odds.
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Re: Mystic Knight Merc Squad

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The stone chamber buzzed with the sounds of tense murmurs and shuffling feet as the D-Bee community gathered for a crucial council meeting. The council hall, a circular room deep underground. The air was thick with the smell of earth.

Knight Two stood at the center of the gathering, his weathered cloak pulled tightly around his armor. His two Dog Boys, Ripper and Fang, stood silently behind him, their eyes alert, their muscles tense beneath their armor. They could feel the hostility and suspicion in the room, a tangible thing that seemed to press in from every side.

Vonnak, the massive gray-skinned elder, stood at the head of the council. His deep-set eyes watched Knight Two carefully, his expression unreadable. Around him sat the other elders, a mix of species and cultures, each representing different factions within the community. The diversity in the room was striking—reptilian figures with scales that shimmered in the light, winged beings whose feathers ruffled with every movement, and a hulking figure made of living stone who seemed to radiate heat.

Rihalla, the silver-skinned Seer, sat to Vonnak’s right, her eyes half-closed in contemplation. Her presence was a calming influence, but even she could not completely quell the tension that gripped the room.

A reptilian elder named S’sharr hissed softly, her yellow eyes narrowing. "We have survived without your kind. Why should we risk everything for the promise of a trade with outsiders?"

Knight Two met her gaze evenly. "Clothing, salt."

A murmur rippled through the crowd. Some nodded thoughtfully, while others exchanged worried glances.

"We have no need for outsiders," said Vessik, the elder with bark-like skin. His voice was deep and resonant, like a tree creaking in the wind. "Outsiders bring danger. The Coalition will find us if we open our doors."

Knight Two nodded slowly. "Isolation has its own dangers."

Rihalla finally spoke, her voice soft but carrying weight. "Strength comes in many forms. We have held onto our ways, our customs, because they are all we have left. But the world beyond our sanctuary is changing. Perhaps... perhaps we should change with it."

Vessik frowned. "Change? And risk losing ourselves in the process? No. I say we stay as we are. We have fought too hard to let outsiders dictate our future."

The debate grew louder as the room divided. Some, like Rihalla, saw the potential benefits of trade—new materials, food, and cultural exchange. Others, like Vessik and S’sharr, were staunch isolationists, unwilling to risk the safety of the community for the sake of a more comfortable life.

Knight Two stood silently in the middle of the room, his mind racing. He could feel the situation slipping out of control. He needed something, some final argument, to sway them—

Suddenly, the Dog Boy (Ripper) growled low in his throat. His ears twitched, and his nostrils flared as he sniffed the air. "Something’s coming," he muttered, his voice tense.

Fang, the other Dog Boy, stiffened beside him. "I smell it too. Humans. Closing in fast."

The room fell silent, the weight of the words sinking in. A Coalition scouting party. The very thing they all feared.

Vonnak’s voice boomed through the chamber as he stood, his massive form towering over the others. "They cannot be allowed to find us."

The elders moved quickly, the debate forgotten as the urgency of the situation took hold. The room transformed into a command center, with warriors rushing to arm themselves.

Knight Two’s mind raced. He needed to think quickly. If the Coalition finds this place, it won’t just be a scouting party next time he said. They need to be stopped before they get close enough.

Vonnak nodded sharply. "You will intercept them. Make them go in another direction or we will kill them and you. Your Dog Boys stay with us."

Knight Two didn’t hesitate. "Of course."

As the mix of D-Bee warriors and spellcasters gathered, Knight Two took stock of the situation.

The Coalition patrol was likely equipped with advanced technology and heavy firepower. The D-Bee community, while resourceful, lackes numbers and defenses. But they had something the Coalition does not—magic.

"If they don’t report back," Knight Two said, addressing the group. "More will come. Lead them away."

The D-Bee warriors nodded grimly, their fear replaced by determination. They had faced monsters before. They had survived the wilderness.

---

The group moved swiftly through the forest, the shadows of the trees stretching long in the fading light. Every sound amplified in the silence. Knight Two’s eyes scanned the terrain, looking for any sign of movement.

Knight Two signaled for the group to stop. He crept forward, his eyes narrowing as he spotted the Coalition soldiers moving in formation. CS soldiers and a couple of Dog Boys, heavily armed and wearing the armor of the Coalition’s forward scouts.

---

Knight Two led them on.

Allowing the Dog Boys to pick up on his magic he cast spells to Erase his trail but kept within the Dog Boys sensing range of magic.

Thanks to the D-Bees guides with him they are able to stay ahead and lure the CS scouting party away.
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: The deep wilderness

The night was thick with silence, the forest cloaked in shadows, and the air charged with tension. Knight Two, became the creature that now hunted in the dark, crouched low among the gnarled roots of a tree. His breath was steady, controlled, as he watched the Coalition soldiers through the underbrush. Ten of them, in their black and white armor, faces hidden behind the intimidating skull-like visors of their helmets. Two Dog Boys moved alongside them, sniffing the air, twitching their ears as they strained to detect anything out of the ordinary.

But they wouldn’t find him. Not yet. He had masked his scent rendering him invisible to their enhanced senses.
The CS were tired, their boots dragging just slightly in the mud after hours of pursuit. Todd had led them far from the D-Bee village, deeper into this wild and tangled forest where the Coalition rarely ventured. It was time.

It was time for the monster to do what monsters do.
He used his psychic power to Mask his PPE and Psychic nature.
His stealth suit would help him move unheard and unsee.

Knight Two’s grip tightened around the hilts of his twin swords. The Xiticix blades in his hands had an eerie curve to it, its edge gleaming faintly in the dark. His muscles coiled as he readied himself. He could feel the power within him, the darkness of his magic and the sharp edge of his discipline, all blending into a lethal force.

He moved without a sound, a shadow slipping between shadows, his body merging with the night. The first Doy Boys was separated just slightly from the others, his rifle lowered as he scanned the area. Knight Two was on him before the Dog Boys even realized he was there. The Xiticix blade slid through the back of the helmet-less Dog Boy’s neck.
He caught the body before it could hit the ground, lowering it silently into the underbrush.

He slipped back into the shadows before anyone could notice, already moving toward his next target. The Dog Boy began to grow restless, his instincts telling him something was wrong, but they couldn’t pinpoint what. Todd watched as one of them began to growl, low and deep, its eyes scanning the darkness.

Time to break their formation.

Todd reached out with his mind, manipulating the electrokinetic power that coursed through him. With a subtle flick of his thoughts, the lights on the soldiers' helmets began to flicker, casting eerie, erratic shadows across the forest. The radios in their helmets crackled and hissed with static, filling their ears with distorted noise.

Confusion spread through the squad. Voices crackled through the comms as the soldiers tried to coordinate, but Todd gave them no time to regroup. He struck again, a blur of motion and Xiticix blades, cutting down a second soldier with a swift, brutal slash to the leg. The man screamed and fell, clutching his wound as Todd vanished back into the darkness.

Chaos broke out.

The soldiers took off their helmets, while the Dog Boy growled, sensing the danger they couldn’t yet see.

And then Knight Two struck again.

He leapt from the shadows, a blur of speed and precision. His Xiticix sword sliced through the rifle of a soldier trying to aim at the darkness, leaving the man disarmed and terrified. The Xiticix blade followed, slashing across the soldier's leg, dropping him to the ground with a scream.

The soldiers panicked, firing wildly into the trees, their shots illuminating the night in bright flashes. They unloaded their clips and reloaded.

Some of their shots even hit him.

It’s good to be a Mystic Knight and immune to energy weapons fire.

One of the Dog Boys charged toward him, its senses finally honing in on his position.

Knight Two spun on his heel, his movements fluid and graceful. He met the beast's attack head-on, his Xiticix blade cutting through his vibro-blade hand in a clean arc. The Dog Boy howled in pain, and with a quick follow-up, Todd struck the creature’s neck with his other sword, killing him. He would live to reveal Knight Two’s deception.

The remaining soldiers regrouped, their training kicking in despite the terror that gripped them. They spread out, covering each other, scanning the area with rifles raised.

But Knight Two was everywhere and nowhere, slipping through the darkness like a phantom. He struck again, this time cutting down another soldier with swift, surgical precision.

The remaining soldiers were backing away now, terror overtaking discipline.

Knight Two, seeing in the dark, could see it in their eyes, in the way they held their weapons with shaking hands. He needed them to survive. He needed them to carry the story back to the Coalition—of a Xiticix ambush deep in the forest.

He had what he needed time to create the illusion that would ensure the Coalition never suspected his true identity.

Knight Two stepped back from the battle, his breathing steady as he concentrated. He called upon the magic that he had mastered. His voice, low and resonant, whispered the incantation to summon an Apparition.

The air around him seemed to warp and twist as the magic took form. Slowly, from the darkness, a creature began to manifest—a horrible, towering Xiticix Leaper. Its segmented, insectoid body shimmered into being, claws gleaming with imaginary venom, its carapace slick with a faint sheen of sweat. The illusion stood nearly eight feet tall, its mandibles clicking menacingly as it scanned the area, looking for prey.

To anyone who saw it, the Xiticix Leaper was as real as the soil beneath their feet. Its movements were fluid and terrifying, its presence a palpable threat. It even seemed to breathe, its chest heaving with each imaginary intake of air. The illusion hissed, low and dangerous, as if warning anyone who dared approach.

Knight Two watched with satisfaction as the remaining soldiers recoiled in horror. One of them raised his rifle, but before he could fire, the illusion leaped at him with incredible speed. The soldier screamed as the creature's claws raked across his chest—though the wounds were entirely in his mind, the strike felt real enough to send him crashing to the ground in terror.

The soldiers opened fire, their energy blasts tearing through the illusory creature, but the Xiticix Leaper didn’t falter. It bled when struck, dark ichor splattering across the ground, but the wounds did nothing to slow it down. Every shot seemed to be absorbed by the illusion, which continued its relentless assault, forcing the soldiers to retreat.

Knight Two let them flee. They would live, and they would spread the story of the Xiticix ambush. The Coalition commanders would hear about the insectoid threat deep in the forest and nothing of the D-Bee village.

The last soldier stumbled back into the woods, dragging his injured comrade with him, the terror of the illusion still gripping them both. Todd watched them go, his face expressionless beneath his dark helm. He sheathed his blades and stepped back into the forest, vanishing as completely as the illusion he had conjured.

The mission was complete. The village would remain safe, hidden from the Coalition’s prying eyes, and the soldiers would carry the false story back to their superiors.

But in the darkness, as Todd melted into the night, he knew the truth. He was the real monster here, the one who struck from the shadows and left fear in his wake. And that was exactly as it should be.

With one final flourish of his blades, Todd stepped back into the shadows, disappearing as completely as he had appeared.

The village would remain safe, hidden from the Coalition’s prying eyes. The soldiers would tell their commanders about the deadly Xiticix, and the threat would be redirected.

With a final glance at the now-empty clearing, Todd turned and melted back into the forest, vanishing as if he had never been there at all.

---

Hours later after Knight Two and the D-Bees got rid of the Coalition bodies.

Rihalla met Knight Two's gaze, her silver eyes reflecting the light of the Eternal Flame that burned in the distance. "Yes," she said softly. "Perhaps… perhaps it’s time we talked."
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Re: Mystic Knight Merc Squad

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The Agreement

The chamber was quieter now, the air still heavy with the aftermath of the battle.

Rihalla stood at the head of the council, her silver eyes fixed on Knight Two.

The tension between them had shifted—no longer the sharp suspicion of a dangerous outsider, but a more complex respect.

He had fought, using both magic and combat skill, and now the community understood that he was as much a target of the Coalition as they were.

Around her, the elders murmured in agreement as they listened to the descriptions from the D-Bees who spied on him.

The Coalition scouts had been dealt with swiftly, and Knight Two’s involvement had been crucial. He had revealed his own abilities as a magic user—an anathema to the Coalition.

Rihalla raised her hand, and the room fell silent. Her gaze met Knight Two’s across the stone chamber.

“You fought well today, Knight Two. Your magic, your skill—it was witnessed. The Coalition fears magic, and they will hunt anyone who uses it. In that, we are alike. We may not be friends, but we know a common enemy wants us both dead.”

Knight Two inclined his head slightly, acknowledging the shift. His eyes were sharp, and he carried himself with the calm confidence of someone who had just survived a dangerous encounter. His two Dog Boys, Ripper and Fang, stood close by, their postures relaxed yet vigilant, as always.

Rihalla continued, “You’ve proven yourself here, and because of that, I am willing to allow you to leave. You and your Dog Boys may go. However…”

She paused, her voice carrying the weight of the decision.

“Some of your human mercenaries must stay as our ‘guests.’ They will be fed and housed, but they are expected to work for their food. While they remain here, they will be taught about us—about D-Bees and our ways.”

Knight Two’s gaze flicked to the side, where several of his human mercenaries stood, looking uncertain but determined. He knew the offer wasn’t truly negotiable.

The community was offering trust, but it came with strings attached. Leaving some of his men behind as collateral was a way for the D-Bees to ensure that they weren’t betrayed.

He met Rihalla’s eyes again and nodded. “Deal.”

“They will be safe here,” Rihalla confirmed. “And when the time is right, they will be allowed to leave.”

“I will also need you to guide some of our people. They will travel with you to shop for us, and ensure and secure the trades.
“We have already selected those who will accompany you. They are skilled at appraisal and familiar with the outside world, and they will ensure that our needs are met.
“They will travel with you and your Dog Boys, under your protection. In return. I am sure they will be as safe with you as your people will be with us.
“You will receive what you have requested—a trade alliance.”

Knight Two glanced at the group of D-Bees who would be traveling with him. A mixture of races, each one carrying themselves with the quiet confidence of those who had survived against the odds. They were hardened, but not without hope. They knew the stakes.

“Yes,” Knight Two said.

Rihalla inclined her head in agreement. “Remember, this arrangement benefits both of us. See that it continues to do so.”

With that, Knight Two turned and walked out of the council chamber, his Dog Boys following closely behind. The tension that had once filled the air had lessened, but it was not gone entirely. There was still a long road ahead, and trust would take time to build—if it ever did.

---

Departure

The sky was a deep, cloudless blue as Knight Two stood on the outskirts of the D-Bee community, watching the treetops sway gently in the wind. His helicopter, sleek and dark, stood ready on a makeshift landing pad nearby, its rotors casting long shadows over the ground. The D-Bees who would be traveling with him stood at a respectful distance, their packs ready, their faces set with determination.

Ripper and Fang stood by the helicopter, checking their gear and weapons one last time. The other Dog Boys were staying behind, watching over the mercenaries who would remain as “guests” of the community. They knew the risks, but they also knew their duty.

Knight Two tapped his commlink, sending a quick signal to his helicopter pilots. Within moments, the engines roared to life, the sound reverberating through the clearing. The wind from the rotors kicked up dirt and leaves, and the D-Bees nearby shielded their faces from the blast.

One of the D-Bees, a tall, slender figure with shimmering blue skin and dark eyes, approached Knight Two. She was one of the traders chosen to accompany him. “We are ready,” she said, her voice calm but laced with tension. “The journey will be dangerous, but we are prepared.”

Knight Two nodded.

The D-Bee nodded, her eyes flicking to the helicopter. “I hope your pilots are as skilled as you are.”

Knight Two replied. “Let’s move.”

With that, the group began boarding the helicopter. The traders moved with quiet efficiency, stowing their packs and taking their seats. Knight Two climbed in last, settling into his seat as the pilots gave him a thumbs-up from the cockpit.

As the helicopter lifted off, the community below shrank into the distance, the trees swallowing it up as if it had never existed. Knight Two glanced down at the D-Bees seated around him. They were silent, their thoughts their own.

They were bound together now, by necessity if not by trust. The Coalition was a threat to them all, and the world outside was full of dangers. But for now, they had a plan—a fragile alliance.

As the helicopter soared higher into the sky, Knight Two allowed himself a moment of reflection. He was leaving the safety of the community behind, but he wasn’t leaving alone. This was the start of something new—something uncertain.

The helicopter banked westward, toward the distant horizon, and the adventure continued.
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Re: Mystic Knight Merc Squad

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Location: Eastruins

D-Bee from the isolationist D-Bee community

I stood on the rooftop, the wind tugging at the edges of my cloak, and I couldn’t help but marvel at the sight before me.

The early morning sun painted Eastruins in hues of gold and amber, casting long, gentle shadows across the streets below. This was the city of Old Bones.
It is a place whose name used to carry the weight of decay and lawlessness. But here, in this section of the city, something had changed. The ruins had given way to a quiet hum of life, of purpose. And I, a D-Bee from a small hidden community, am standing alongside Knight Two, witnessing it all.

I had volunteered to come, eager to see more of the world beyond our village. To see how others lived, how they survived. Knight Two had led us here with his usual silent determination, in the early light as we descended from the helicopter. Now, as we stood together on the rooftop, I felt a strange mix of awe and apprehension.

A year ago, I’d heard stories of Old Bones. It was a place of people lost in the chaos of the world. But this... this was different. Below, the streets were alive with activity, but not the desperate kind I’d expected. People moved with purpose, their steps measured and confident. They didn’t shuffle or slink through the shadows; they walked openly, heads held high.

The stone buildings that lined the streets were smooth and unmarred, their surfaces pristine as if they had been built only yesterday. No broken windows, no graffiti scrawled across the walls, no potholes in the roads. A sharp contrast to the stories I’d heard about this place.

I glanced at Knight Two. His eyes, hidden beneath the dark visor of his helm, scanned the district below, taking in every detail with the precision of a master tactician.
He didn’t speak.
When he did, he was a man of few words. But I knew he was always thinking.

This order—it was impressive. It was something that could be replicated, something that could be learned from.

I followed his gaze to the tent city nestled in a corner of the district. Despite the lack of permanent homes, it was far from chaotic. The tents, glowing softly with magical energy, were neatly arranged in rows, each one providing warmth and protection to those within. These weren’t just ordinary shelters—they were magical domes, shimmering with a soft, semi-opaque light that made them seem almost ethereal. Yet, they were practical, built for survival in a world that was anything but kind.

I watched as people emerged from their tents, stretching and yawning, ready to face the day. Despite their circumstances, there was no sense of hopelessness here. There was order, even in the temporary nature of their homes. I could see the way they moved, the way they greeted one another. There was camaraderie here not just from survival.

Knight Two shifted his attention to the soup kitchen below, where a line of residents had already formed. The smell of porridge wafted up to us, a blend of transformed plants, seaweed—a recipe that sounded unappealing but, as I had learned, tasted surprisingly good. The line moved quickly, and I could hear laughter, soft conversations, the clinking of bowls. These people weren’t just surviving—they were living.

And that was the most remarkable thing of all.

I turned to look at the Atlantean stone power pyramid in the distance, a marvel of magical engineering.
The ley line it tapped into provided free wireless electricity, a gift of unimaginable value in a world where power was scarce and often fought over. People walked by, their devices charging as they passed through the energy field, as casually as if they were breathing. It was a luxury, but here it had become a part of daily life, something taken for granted by those who had adapted to this new normal.

Further down the street, I saw the Library of Things and Storage Unit Service bustling with activity. Residents came and went, borrowing tools and equipment, securing their belongings in safe, organized units. These weren’t just conveniences—they were empowering people to build their lives.

And then there were the Cleanse stations. Lines formed, just like at the soup kitchen, but here, people received magical cleaning and healing. It was a strange sight to me—people stepping up to be bathed in soft, glowing light, emerging cleaner, healthier.

No coughing fits, no more limping, sickly figures shuffling through the alleyways. Just clean, healthy people going about their day.

I took a deep breath, feeling the cool breeze against my skin, and glanced at Knight Two again.
This place... it was everything our village could be, if only we had the resources.
I wondered what he was thinking, if he saw the same potential that I did. If he believed we could bring something like this back to our people.

But Knight Two was silent, as always. His gaze swept across the district one last time, taking in the details, the flow of life below us. And then, with a single nod, he turned away from the edge of the rooftop.

"It’s time to move," he said, his voice low and commanding. There was no room for hesitation in his words, no room for doubt.

I followed him, my thoughts racing. There was so much I had seen, so much I wanted to learn. But for now, all I could do was walk in his shadow, absorbing everything around me, and hope that one day, I could bring some of this light back to my own people.

As we descended the stairs, leaving the rooftop behind, I cast one last glance at Eastruins. The city was transforming, growing, evolving. And I, a simple D-Bee from a hidden village, was here to witness it.

---

The air was tense as Knight Two handed his report to Knight One. The two stood in stark contrast to each other—Knight Two, silent and composed, his presence a quiet storm, while Knight One exuded a calm, controlled authority. His helm was off, revealing sharp features and piercing eyes that betrayed nothing.

Knight One took the report without a word, holding the papers in his hands for a brief moment before closing his eyes. A soft hum of energy filled the room as he activated his psychic ability, Speed Reading. His eyes darted back and forth, scanning the text with unnatural quickness. After mere seconds, he lowered the report and looked up at Knight Two.

"Thorough as always," Knight One said, his voice smooth and calculated. "You led them well."

Knight Two simply nodded, stepping back as Knight One turned his attention to the group of D-Bees who had accompanied them on their mission. They stood a little uneasily near the entrance to the room—four of them, each of different species, and each trying to keep their nerves under control in the presence of the Mystic Knights.

Knight One approached them with a measured pace, his gaze sweeping over each one of them. He could see the uncertainty in their eyes, the mixture of curiosity and fear. He stopped in front of them, his expression unreadable.

"You have all done well," Knight One began, his tone low but not unkind. "You’ve seen what we can achieve. The power we can wield, the transformation we can bring to places like Eastruins. But understand this: none of that is as valuable as you."

The D-Bees exchanged glances, clearly unsure of what he meant.

"You are our greatest asset," Knight One continued. "Your skills and abilities. They are far more important than any weapon or wood carving. You have something that we can’t just create or conjure—you have you. You have something to offer that we value. And we... are willing to pay for it."

One of the D-Bees, a tall reptilian being with green scales and sharp, predatory eyes, stepped forward cautiously. His name was Torak, and he had been the one to first volunteer for this mission.

"What do you want from us?" Torak asked, his voice gravelly but steady. "We’re just... survivors. We’re not warriors like you."

Knight One allowed a small smile to tug at the corner of his lips. "Not warriors. But you’ve survived in a world that would see you dead. Your knowledge of hidden places, your connections with other communities of D-Bees, your understanding of how to move unseen and unnoticed... all of these are things we can use."

The D-Bees looked at each other again, this time with a hint of understanding. They had something to offer, something that the Mystic Knights valued. And in this world, value meant survival.

Knight One clasped his hands behind his back, his gaze steady as he continued. "We can offer you protection. Resources. Access to our magic, our technology. In return, we want your cooperation. We want your skills, your knowledge, and your willingness to work with us. But I’m not here to dictate terms."

He stepped closer to them, his presence imposing but not hostile. "I’m here to negotiate. Tell me, what do you want in return for your services? What do your people need?"

Torak looked at the others before answering, his mind clearly racing as he considered the offer. "We need... safety," he said at last. "Our village is small, hidden, but it won’t stay that way forever. If the Coalition finds us—"

Knight One raised a hand, silencing him. "The Coalition will not find you. Not if you work with us. We can ensure your village remains hidden, protected. But safety alone isn’t enough. What else?"

Another D-Bee, a shorter, stocky figure with blue-gray skin and large, expressive eyes, spoke up next. "We need supplies. Food, medicine, tools. We’ve been surviving on scraps for too long. If you can help us build, give us what we need to thrive, not just survive... then we can help you."

Knight One nodded, his expression thoughtful. "Resources can be arranged. Food, medical supplies, even tools. We have access to distributors that can provide what you need, if we can not."

The third D-Bee, a lithe, feline creature with sleek black fur, shifted nervously before speaking. "And... if we agree to work with you, what guarantee do we have that you won’t just use us and then abandon us when we’re no longer useful?"

A fair question. Knight One regarded her with a level gaze. "You will have my word," he said, his tone firm. "And if that is not enough, you will have tangible proof. We do not discard those who are useful to us. As long as you remain loyal, you will be treated with respect, and your needs will be met. We do not offer empty promises—we offer results. And you’ve seen what we can achieve."

The room fell silent as the D-Bees considered his words. Finally, Torak stepped forward again, his shoulders squared as he looked Knight One in the eye.

"If you can give us what we need—protection, resources, a chance to build something better—then we will work with you. But know this: if you betray us, we will not go quietly."

Knight One smiled again, a cold but approving expression. "I wouldn’t expect anything less. We have an agreement, then."

He extended his hand, and after a brief hesitation, Torak took it. The other D-Bees followed suit, one by one, until all four had agreed to the terms.

Knight One turned back to Knight Two, a satisfied glint in his eyes. "Prepare the necessary arrangements."

Knight Two nodded silently, already planning the next steps in his mind. As they left the briefing room, Knight One cast one last glance at the D-Bees, knowing that they had just secured something far more valuable than any weapon or spell—a loyal network of allies in a world where loyalty was often hard to come by.

And in this world, that was worth more than credits.
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darthauthor
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Re: Mystic Knight Merc Squad

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Location: Eastruins

The air was cool and fresh as Knight One led the group of D-Bees down the neat and seamless stone streets of Eastruins. The early morning sun cast long shadows over the stone buildings, their surfaces smooth and pristine, reflecting the remarkable progress that had taken place in this district over the past year. The once broken and chaotic streets were now filled with purpose, with people moving about in a rhythm of quiet productivity.

The Mystic Knight had sponsored a local bank, a symbol of prosperity and stability. The building loomed before them, constructed from stone and wood on which had been cast the Ironwood spell. It looked natural and smelled of fresh timber. It was both imposing and welcoming, a fortress of security that blended seamlessly with the surrounding architecture.

Knight One paused at the entrance, gesturing to the bank with a sweep of his hand as the D-Bees gathered around him. "This is our financial hub, the cornerstone of Eastruins economic revival. It’s more than just a place to store wealth—it’s a foundation for growth, independence, and security for the people here."

The D-Bees exchanged glances, curious but still cautious. Torak, the tall reptilian D-Bee who had spoken on behalf of the group earlier, nodded thoughtfully. "I’ve never seen a bank like this," he admitted. "Our village... we don't have anything like this."

Knight One smiled faintly, his eyes glinting with a mix of pride and calculation. "Few places do. But that’s why we’ve built it. Come, I’ll show you inside."

They stepped through the large double doors, and the interior of the bank unfolded before them. The spacious lobby was lined with wooden counters and glass-topped tables, each section clearly labeled with signs that depicted images for the illiterate—an open hand for deposits, a closed fist for withdrawals, and a stack of coins for loans. The floor was polished stone, reflecting the soft light from enchanted lanterns that hovered just below the ceiling, illuminating the space in a warm, welcoming glow.

At the far end of the room, a massive vault door, reinforced with alloys and lead layers, stood as a testament to the bank’s security. Several young and patient scholars, dressed in more formal attire, manned the counters, interacting with residents as they deposited or withdrew their money and valuables. The atmosphere was calm and organized.

Knight One guided the group toward one of the counters, where a customer was finishing a transaction. The resident, a middle-aged man with rough hands and a weathered face, smiled and nodded as he watched a playback of his recent deposit on a video screen. The teller confirmed the transaction with a few words, and the man left with a satisfied look on his face.

"We don’t pay interest on accounts but we don’t charge fees," Knight One explained as they approached the counter. "Except for safety deposit boxes. This bank is meant to serve the community and profit with it not off of it. People here can store their wealth safely, without the risk of theft or loss.
For those who are unfamiliar with formal banking, we provide education—like that video playback you just saw—to ensure they understand how to manage their accounts."

The D-Bee with the sleek black fur, who had voiced concerns earlier about trust, stepped forward. "What about loans?" she asked, her voice cautious but intrigued. "How do you decide who gets one?"

Knight One gestured toward another section of the bank where residents were sitting with advisors, discussing their options. "We offer small loans to those who want to start businesses, make important purchases, or handle unexpected expenses. Our criteria are simple: potential and purpose. If someone can show us how they intend to use the money to improve their life or the lives of others, we’ll consider it."

Torak tilted his head, his reptilian eyes narrowing with curiosity. "And what do you get out of this? You’re giving away money, resources, protection... What’s in it for you?"

Knight One’s smile deepened, though it remained enigmatic. "The more prosperous this community becomes, the less crime, the fewer desperate people turn to dangerous alternatives like gambling or loan sharks."

He gestured toward the back of the room, where a row of secure safety deposit boxes was built into the wall, each one protected by enchantments that would ensure only the rightful owner could access it without setting off a trap. "And of course, we provide security. With people using the bank to store their valuables, there’s less cash and items left vulnerable in homes, which reduces the risk of theft and burglary across the district. It’s all part of a larger system of protection."

The D-Bees seemed to consider this, their expressions shifting from caution to understanding. Knight One could see the wheels turning in their minds, the recognition that this wasn’t just charity—it was strategy.

"So," Knight One said, folding his arms across his chest as he leaned casually against one of the counters. "This is what we can offer. Financial security, loans to build your businesses or rebuild your homes, protection for your valuables, and resources to ensure you thrive, not just survive. But now, I need to know—what do you want in return? What do your people need from us that we haven’t already provided?"

Torak glanced at his companions, each of them silently communicating with one another before he spoke. "We want to keep our independence. We don’t want to become too reliant on outside forces—no offense. If we’re going to work with you, we need to be able to stand on our own limbs, to make decisions for ourselves without losing who we are."

Knight One nodded, his expression thoughtful. "We’re not here to strip you of your identity."

The feline D-Bee, who had been quiet for most of the tour, finally spoke up. "We also need a guarantee that your protection won’t come at a cost we’re not willing to pay. We’ve heard stories... and while you’ve been fair with us, we need to know that won’t change."

Knight One’s eyes locked onto hers, and for a moment, the room seemed to grow a little quieter. "Our code is simple: loyalty and service. If you’re willing to work with us, we will protect you. We will not force you into servitude, nor will we demand anything beyond what we’ve agreed upon. I will keep my word of honor. But make no mistake—betrayal is not something we tolerate."

She nodded, seemingly satisfied, though there was still a wariness in her eyes. Knight One respected that. Trust was something earned, not given.

"Very well," Knight One concluded. "We have an understanding. We will continue to provide you with what you need to thrive. In return, we ask for your cooperation and loyalty as we work to make more for ourselves and our people."

The D-Bees nodded, each of them seeing the potential in this alliance. Knight One’s gaze swept over them one last time before he turned back toward the bank, the heart of the new Eastruins, and the symbol of the power and security that the Mystic Knights could offer.

The future, he knew, would be built not just on marital strength or magic, but on alliances. And today, he had forged one more.

---

The day at the bank had begun like any other, with the soft murmur of voices drifting through the air. Knight Two stood near the entrance, blending into the shadows cast by the tall, enchanted lanterns. The Mystic Knights had invested much into this place, and he took his responsibility seriously.

The bank’s interior was as much a fortress as it was a welcoming space. Knight Two’s eyes casually scanned the room, noting the comings and goings of the residents. The polished stone floor reflected the light in a way that made the entire space feel almost serene. But behind that calm exterior lay layers of protection, both magical and physical, that would be difficult for any ordinary criminal to breach.

Except, of course, for those who didn’t know what they were up against.

The first sign of trouble came when a group of five men entered the bank. They moved with a casual ease that might have fooled anyone not paying attention, but Knight Two noticed the subtle tension in their movements. Their eyes darted quickly over the tellers and the customers, sizing up the space with a precision that spoke of experience. They wore ordinary clothes, but their manner was too deliberate, too rehearsed.

Knight Two remained where he was, blending into the background.

The leader of the group, a tall man with a scar running down his cheek, approached one of the counters. The teller greeted him with a polite nod, unaware of the danger. The man leaned forward as if he were about to make a transaction, but then, with a sudden motion, he pulled a sleek energy pistol from his coat.

"Nobody move!" he barked, his voice cutting through the calm of the bank like a knife. The other four men followed suit, drawing their weapons—energy pistols and rifles, each one gleaming with lethal potential. The room erupted into chaos as customers gasped and ducked for cover, the tellers freezing in fear.

Knight Two didn’t move. Not yet.

The leader fired a warning shot into the ceiling, a bolt of energy scorching the polished stone. "Everyone on the ground! Now! Hands where we can see them!" he shouted, his voice harsh and commanding. The room quickly complied, people dropping to the floor with hands raised in submission.

Two of the robbers made their way toward the vault, while the others kept their weapons trained on the hostages. The massive vault door at the far end of the room was their target—reinforced, secure, but tempting for anyone desperate or foolish enough to try their luck.

Knight Two’s gaze shifted slightly as he assessed the situation. He remained calm, almost unnervingly so. These men didn’t know what they were dealing with. They assumed he was just another security guard, perhaps a mercenary hired to watch over the place. They had no idea.

One of the robbers, a wiry man with a nervous twitch, noticed him standing near the entrance. "You! Down on the ground, now!" he shouted, his energy pistol aimed directly at Knight Two’s chest.

Knight Two didn’t move. He stared at the man. The tension in the air thickened as the robber's finger hovered over the trigger, but Knight Two’s voice was calm, cold.

"I suggest you reconsider."

The robber’s eyes widened with panic, and he squeezed the trigger, sending a bolt of searing energy straight at Knight Two’s chest. The blast struck him directly, but instead of the expected result—Knight Two remained standing, completely unharmed. The energy dissipated harmlessly against his flesh as if it were nothing more than a gentle breeze.

The robber stared, dumbfounded, his mouth hanging open as his brain struggled to process what had just happened. "W-What the hell...?"

Knight Two moved then, swift and deadly. In an instant, his hand shooting out to grab the man by the throat. With a single, effortless motion, he disarmed him, the energy pistol clattering to the ground as the man gasped for air.

"Drop your weapons," Knight Two commanded, his voice cold and unyielding as he threw the man to the ground. "Now."

The other robbers hesitated, their confidence suddenly evaporating. They hadn’t expected this. They hadn’t expected him. The leader, however, wasn’t ready to give up. He raised his rifle, aiming it squarely at Knight Two, his eyes filled with desperate determination.

But before he could fire, Knight Two extended his hand, and with a flicker of psychic energy, he seized control of the rifle’s internal systems. The weapon fizzled and sparked, its lights dimming as Knight Two manipulated the electronics with his electrokinetic power. The rifle went dead in the leader’s hands, leaving him holding nothing more than a useless piece of metal.

"Last chance," Knight Two warned, his voice carrying the weight of finality.

The leader’s resolve crumbled. He dropped the rifle with a clatter, his hands raised in surrender.

The other robbers quickly followed suit, tossing their weapons to the ground as they backed away, fear etched into their faces.

All except one, he grabbed hold of a customer and held his energy pistol to the back of the lady’s head.

The blast from his eyes created a hole in the bank robber’s head.

The guards, who had been stationed nearby, moved quickly, securing the robbers with cuffs. The bank lobby, now returned to its previous state of calm, as if nothing had happened at all.

Knight Two watched as the guards led the robbers away, their heads hanging low in defeat. The hostages, still huddled on the floor, slowly began to rise, their expressions a mixture of relief and awe.

One of the tellers, the young scholar who had been at the counter when the robbery began, approached Knight Two hesitantly. "Sir... thank you. I don’t know how you—"

Knight Two held up a hand, silencing the young man.

With that, he turned and walked toward the entrance of the bank, his mission complete. The building remained as strong and secure as ever, and the community would continue to thrive under the watchful eye of the Mystic Knights.

As he stepped outside into the fresh air, Knight Two allowed himself a moment of reflection. This city, this district, had come a long way. But there were still threats, still dangers lurking in the shadows. And as long as those dangers existed, there would be a need for someone like him to meet them.

Because that’s what monsters like him did.

---

The streets of Eastruins were alive with energy as Knight One led the D-Bees from the bank toward the bustling marketplace. The air buzzed with the sounds of conversation and the occasional shout from a vendor advertising their wares. The transformation of Eastruins was perhaps most visible here, where commerce had taken root and begun to flourish.

Knight One moved with purpose, his armor gleaming in the morning light as the group followed him through the organized chaos of the market. The D-Bees stayed close, their eyes wide with a mixture of wonder and caution as they took in the sights around them.

"This is the heart of Eastruins now," Knight One said, gesturing to the rows of stalls and shops that lined the streets. "The marketplace. It’s not just a place to buy and sell—it’s where the community comes together, where ideas are exchanged, and where growth truly happens."

Torak, the reptilian D-Bee, sniffed the air, catching the scent of freshly baked bread from a nearby stall. He glanced over at the source, watching as a human vendor handed a loaf to a smiling customer. "It's... busy," Torak observed, his tone cautious. "Different from our village."

"It’s busier than it was a year ago," Knight One replied, leading them past the bakery. "Before we invested in this district, this place was nothing but a ghost town—broken stalls, empty streets, and desperate people. Now, it's thriving."

They passed a fruit stall where a D-Bee vendor with emerald-green scales was selling baskets of brightly colored fruits. The produce looked fresh, vibrant, and carefully arranged. A mix of humans and D-Bees alike perused the goods, picking up fruits, inspecting them, and chatting with the vendor.

Knight One stopped for a moment, turning to the group. "This market is civilization. People come here to buy food, clothes, tools—whatever they need. But more than that, they talk to each other and exchange information. Over enough time they build relationships. We’ve fostered a place where people behave; trade one thing for another."

The feline D-Bee, who had been quiet for much of the tour, spoke up as she watched a young boy—human—haggling over a small wooden toy. "How do you benefit from this marketplace? It can’t just be about helping people."

Knight One regarded her for a moment, then smiled. "You're perceptive. Yes, we do benefit. The more this community grows, the stronger our influence becomes. The market drives the local economy, and that creates wealth—something we value highly. The wealthier Eastruins becomes, the better it is for everyone, including us."

They continued through the marketplace, passing stalls that sold everything from hand-carved trinkets to secondhand clothes. One stall in particular caught Knight One’s attention—a small blacksmith’s forge, where a D-Bee with four muscular arms hammered away at a piece of glowing metal. Sparks flew as the hammer struck the metal with precise, practiced force.

"This is a perfect example of what we’ve encouraged here," Knight One said, leading the group toward the blacksmith. "Small businesses. We’ve given residents access to loans through the bank, and in return, they’ve used that to build something for themselves. This forge was funded through one of our small business loans. Now it provides tools, weapons, and metalwork for the entire district."

The blacksmith, noticing their approach, paused in his work and offered a nod of respect to Knight One. His four arms were all working at once—two holding the metal in place, one lifting the hammer, and the last one wiping sweat from his brow.

Torak looked impressed. "So, this... community. It isn’t just surviving. It’s growing."

Knight One replied. "The market here is a microcosm of what Eastruins can become. With the right people, there is always a way"

As they continued walking, the group passed by a stand selling magical items—small charms and trinkets that shimmered with enchantment. The vendor, a slender human woman with short silver hair, was busy explaining the properties of a glowing crystal to a customer. Knight One stopped, observing the transaction with a quiet intensity.

"We don’t just support conventional trade," Knight One said. "Magic is a significant part of life here, just as it is for us. We've encouraged residents with magical abilities to offer their services, whether that’s creating enchanted items or performing spells for hire. It’s a way for those with magical talents to integrate into the community and contribute."

The feline D-Bee studied the magical items with a curious glint in her eyes. "And what do they get in return? They give their magic, their knowledge... what do they receive?"

Knight One looked at her, his voice calm but firm. "They receive protection. Support. The opportunity to thrive in a world that’s often hostile to those who are different. We provide them with a place where their skills are valued, where they don’t have to hide or fear for their lives. That’s worth far more than credits."

The group walked further, reaching the end of the marketplace where a small plaza opened up. Here, musicians played soft melodies on makeshift instruments, while a few vendors sold warm drinks and snacks to those who wanted to relax and enjoy the atmosphere.

Knight One stopped in the center of the plaza, turning to face the D-Bees once again. "This is what we’re building. A place where people—whether human, D-Bee, or something else entirely—can come together, build a life, and find security. It’s not perfect. But it is progress."

Torak glanced around the plaza, his reptilian eyes taking in the scene. "It’s... more than I expected," he admitted. "Our village, we’ve only known survival. This... this is something else."

Knight One nodded, his gaze steady. "And it’s something we can build together. With your help, we can create more places like this. Old Bones is officially a place without laws so there are laws against D-Bees but there are still prejudices. We are able to get away with this, here in Eastruins, because it's Eastruins. In other parts of Old Bones, human prejudice dominates. Still, there are other small towns, other villages.
This is just the beginning. The war has created opportunities. It is a sellers market. More than ever ‘merchandise’ is needed. Human distributors and manufacturers don’t ask questions to which they don’t want to know the answer. D-Bee labor or magical sourcing are not a consideration when victory in war and even survival are the stakes. As long as the goods are quality and the face of the salesman is human. D-Bees too, prefer to do business with their own kind. It's just nature I guess."

The feline D-Bee looked thoughtful, her gaze sweeping across the marketplace. "If we agree to work with you... you’ll help us build something like this?"

Knight One smiled, though it was a smile that carried weight and meaning. "No. We’ll help you build something better."

The D-Bees exchanged glances, the potential of this alliance settling in. Knight One could see the flicker of hope in their eyes, mingled with determination.

As the afternoon sun climbed higher in the sky, Knight One led them back toward the heart of the marketplace.
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darthauthor
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Re: Mystic Knight Merc Squad

Unread post by darthauthor »

Location: Eastruins

The helicopter’s rotors thumped steadily in the cool morning air as it lifted off, heading back toward the D-Bee community. Inside the cargo hold, crates of sea salt and sacks of porridge were secured, the first shipment of many agreed upon in the negotiations between the D-Bees and the Mystic Knights.

Knight One watched the helicopter disappear over the horizon from the top of the fortress-like bank in Eastruins, the first step in a growing alliance.

His mind, however, was focused on a different task. Beside him stood the D-Bee who had opened up a world of possibilities—an exile from a distant archipelago, transported to these lands by a magical storm.

The D-Bee, who called himself Ka’Moa, had recounted his story with a quiet reverence, speaking of sun-kissed islands and shimmering waters, where Atlanteans had made their presence known long ago. And though Ka’Moa was grateful for the safety and security found in this new land, his heart yearned to return—not to his original dimension, but to the islands that were once his home.

Through discussion, an agreement had been reached. A Shifter contracted by the Mystic Knights would work with Ka’Moa to unlock the knowledge needed to find these islands again. The process was intricate, but the promise of discovery and the potential to rescue Atlanteans made the effort worth the risk.

Ka’Moa stood by Knight One, a small parchment in hand, upon which he had sketched the face of someone he held dear. A quiet sorrow lingered in his eyes as he looked at the drawing, a reminder of what he had lost and what he hoped to find again.

"We are ready," Knight One said, turning to the Shifter who stood nearby. The Shifter, cloaked in dark robes adorned with arcane symbols, nodded and stepped forward. The air around the mage seemed to shimmer with latent power, a force that would soon be unleashed.

Ka’Moa handed the sketch to the Shifter, his hand trembling slightly. "Her name is Naloa," he whispered. "She was… is everything to me."

The Shifter studied the drawing carefully, committing the features to memory. His eyes glowed faintly with psychic energy as he activated the power of “Remote Viewing.” The connection was delicate, like reaching through a veil of fog, but the Shifter’s mind latched onto the thread of recognition—Naloa’s face, Ka’Moa’s memories, and the distant sense of a familiar presence.

The Shifter closed his eyes, focusing his energy on the mental image. The psychic connection deepened, and the Shifter’s vision extended beyond the physical realm, searching across dimensions and oceans. He saw flashes of palm trees swaying in the breeze, volcanic cliffs rising against azure skies, and finally… her. Naloa, standing at the edge of a cliff, looking out over the sea, her face illuminated by the setting sun.

The Shifter’s eyes snapped open, and with a small gesture, he activated his magic. A micro-Rift, no larger than a grapefruit, appeared in the air before him—a shimmering, swirling portal that connected to that distant place. It was small, but stable, just large enough for a message… or something more.

With a sharp whistle, the Shifter called forth his familiar—a parrot with bright plumage that seemed almost out of place in the gray and stone-heavy environment of Eastruins. The bird fluttered onto the Shifter’s arm, its dark eyes intelligent and aware. The bond between them was deep, forged through years of magic and shared experiences.

The Shifter whispered a few words in the parrot’s ear, and the bird tilted its head as if listening carefully. Then, with a quick flap of its wings, it darted into the tiny Rift, disappearing into the portal and leaving only a faint shimmer in its wake.

Through the mental link with his familiar, the Shifter’s consciousness followed the bird’s flight. He saw through the parrot’s eyes as it soared over lush jungles and sandy beaches, the scent of saltwater and the sound of waves filling the mage’s senses. The bird circled the islands, gathering information through sight and sound, before landing near Naloa. She looked up in surprise at the colorful visitor, her hand instinctively reaching out to it, and the parrot responded with a soft squawk of acknowledgment before taking off again.

The Shifter’s connection remained strong as the parrot returned to the place where the micro-Rift had been created. The familiar’s flight and the psychic link provided enough information for the Shifter to understand the layout of the islands and the presence of ley lines that would allow for a full Rift to be opened.

The Shifter nodded to Knight One and Ka’Moa. "It is done. I can open a Rift."

Ka’Moa’s breath hitched with anticipation, and Knight One gave him a reassuring nod. "You will go home, Ka’Moa. And if your islands are as you’ve described, there may be much more to gain from this journey."

---

After the return of their chopper with more D-Bees.

The group made their way to the ley line in Eastruins, where the Shifter could harness the energy needed to open a Rift. The air around them thrummed with power as the Shifter began the ritual, his hands moving through intricate patterns as he whispered the incantation. The ley line beneath them pulsed with raw magical energy, fueling the spell as the air grew heavy with the scent of ozone.

A swirling portal began to form, larger this time, its edges crackling with blue-white energy. The Rift opened fully, revealing a shimmering view of the archipelago—the Hawaiian Islands of Rifts Earth. The sight was breathtaking: emerald mountains rising from the ocean, vast stretches of sand and jungle.

Ka’Moa’s eyes filled with tears as he gazed through the portal. "It’s… it’s just as I remember," he whispered, his voice thick with emotion.

Knight One turned to the D-Bees who had chosen to accompany Ka’Moa on this journey. "This is your opportunity. You’ll be among the first to return to these islands. There may be dangers, but there is also the promise of something new and the hope for something better."

"Thank you," Ka’Moa said, his voice filled with gratitude. "You’ve given me a chance I thought I’d lost forever."

Knight One inclined his head. "Make the most of it."

Ka’Moa nodded, then stepped through the Rift, disappearing into the islands that had once been his home.

The D-Bees nodded, their resolve firm. They stepped forward one by one, passing through the Rift and into the lush, vibrant world beyond.

The Shifter waited until everyone had crossed over before stepping up to the portal himself. With a final look at the ley line and Eastruins, he walked through the Rift. As his foot left the ground, the portal behind him began to close, the crackling energy fading until there was nothing left but the quiet hum of the ley line.

The Rift sealed shut, leaving only the faintest trace of magic in the air.
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