3.4 Free Seas
Return to the Iron Isles
(Mar 16th , Year 42 2024 – Jul 14, Year 42 2024)
Stepping foot in Iron Deep:
The crews attacked in two fronts trying to take the peninsula by having a large force attack from the west while the mercenaries, and privateers attacked from the northeast. The plan worked a little too well as the Iron Tree were caught unaware and unable to reinforce quickly as the wolves and witches were cut down and put to the torch. The forces reached the ruins of Iron Deep an old keep that was brought down in the most recent attack by the scourge. The crew would reinforce and construct a hasty operating base from the ruins and begin to set up a quick harbor for supplies, and siege equipment to help in the fight.
A Journey Beyond the Gates:
Crews dispatch to the Heart of Iron to attempt to cut Persefani out of the realm of decay and rot. Allied forces have launched an attack on the southern edge of the Iron Isles to distract the Coven away from the Heart of Iron. Resistance is assumed to be Wicker Abominations in the area, and any wildlife as the crews arrive and wrench the woman from the realm of death severing her ties to reality as she was never the same since.
The Heart of the Forest:
Crews established a camp at the base of the hill that leads up to the Heart of Iron. The Crews will push to the heart and cut out Persefani from the realm of death and chaos, allied forces have pressed an attack at the southern edge of the Iron Isles as during the initial push into the Heart a witch escaped the clutches of the pandaren assassin. The crews looked on and fled as the forest began to shift and change as the ironwood trees became corrupted by the dying heart.
To Whitspire:
The Blackwater Forces recovered some strength to press the attack on Whitspire and rid the Northfold of the coven's influence. The city appears to be abandoned or in some state of lock down, find and destroy the covens totems and free any citizen on your way to the covens mistress that resides in the cathedral.
Onward to Dormont:
After some discussions, the next target was Dormont. Having a more solid habor and port to work out of could do well in our continued push against the coven. The crews attacked by the sea as the ships began to assault the harbor through a brutal battle awaiting the shore cannons to be neutralized. The crews pushed into the city and recovered the realm.
Securing Haddock's Pass:
The Blackwater Company having secured the city of Dormont giving access to a port beyond the gates to the Northfold of the Iron Isles set eyes on the pass that the Lord Steward described. The crews marched towards the east of Dormont and headed down the lane to an old passage that General Louis Haddock forged through the mountains that lead towards Northfold, and was used to escape the scourging. From the words of the resistance forces should expect some lingering danger, and potential for mountain wyrms to create delays...
Trip in the Woods:
The Blackwater Company secured passage, and would have the town of Lostwick surrounded from the north, and from the south. Crews would be sent in from the south as an effort to conceal the approach would be made by a distraction in the north. Crews would need to clear out effigies, and tackle the witches that roosted in the town of Lostwick.
Getting Some Air:
The Blackwater Company dispatched crews to the region of Millbay to secure more defenses for the town of Dormont. The crews must secure and explore Millbay to ensure that the divisions can split up operational plans for the next leg of the campaign. Intel reports on Millbay are pretty sparce, reports indicate old scourge war machines lie dormant there, and the town is more or less abandoned.... Explore.. Investigate.. Secure a defensive position for Dormont's flank.
Looking at the Tree:
The Blackwater Company split its main forces between the offensive on the mainland, and a deep inteligence mission to the Ironwood Observatory. The crews would land at the windswept docks and make their way along snowdrift embankments on their way to the grand tower of the Order of Embers. The crews would need to investigate the findings and learn of the way to slow the advance of the coven, and any additional findings in the tower...
No Tale Refuge:
No Tale Refuge - factionless currs, crewless brigands the head of port has taken many prisoner, and allowed many more to be free, make friends, make enemies, free people, or become prisoners...
Witches in the Sea:
Having secured No Tale the ports art slowly falling to the control of the Blackwater Company and the free seas. The company dispatched ships loaded for warfare to the western coast to deal with the ships remaining from the Iron Tree. Secure the advantage at sea, and eliminate all ships and crew with no pause as the fleet will be attacked on all fronts by the Huntsmen, Yellowkeel, and Blackwater.
All in royal flush:
The Blackwater Company accomplished the task of full naval dominance and turned its eyes on the Iron Expanse that comprised of the main portion of the isle. Forces have been dispatched to scout the remaining points of interest to the north designating a key location in Graymoor where one of the forlorn lords that serve the King resides. The company with the seas secure dispatched crews to the castle surrounded by a mountainous border to take down another key player empowered by the covens influence. The mountain range provides cover from the coast hindering aid from the sea, as the experimental storm cannon is unveiled to treasonous militants that serve the lord of the land.
Fur Elise:
The Blackwater Company dispatched horses from Dormont to collect and rally the mercenaries deeper through the vibrant red cliffs. The recent dispatch of Lord Marquis Highlander had revealed the location of a hidden complex used originally to hide from the scourge now the hideout for Sister Elise Stoughton, and Vimitry Holiday. Having learned this location Captain Stoughton worked with the Survivors learning that the purpose of the siege was to find the army of New Corlain which was taken by Lady Stoughton some time ago. The forces rode north east and established a camp for the hundred souls that marched through the mountains. The old scourge stowage was rumored to have last line defensive devices, and tricks to attempt to ward off death...
Legacy
In the climactic battles of Graymoor and Fur Elise, Blackwater’s campaign reached mythic proportions. Storm cannons roared across the mountains as the Company crushed one of the Forlorn Lords, and the hunt for Sister Elise Stoughton revealed the hidden legacy of New Corlain’s lost army. By the campaign’s end, the Iron Isles were no longer a place of mourning and myth; they were the crucible from which a new Free Seas was forged.
The Return to the Iron Isles became legend not for its victories alone, but for what it represented: the rebirth of unity through struggle. Where the covens once ruled through fear and decay, now stood a coalition bound by purpose, will, and memory. The Company’s banner flew once more over Iron Deep, not as conquerors, but as survivor; iron-willed, flame-tempered, and forever marked by the witching north.