Goblin Lands 2 Rescue Event Week 18: Cleanup of the Unen Coast


#1

Part 1 A Tropical Coastline at threat

The shiny multihued film and the dark water that carried it were being fought. The battle was slow and methodical. Under the night sky Bruskti floating on wide over turned baskets slowly glided along using long wood poles to steady themselves. They placed stone statues of the thunder gods in a wide ring around estuaries and marsh lands. Humans who had pierced faces like their olgog brothers and sisters delicately used water leyas to purify the pollution while leaving the normal silt and mud, the life blood of the spawning grounds.

Others set the statues to block the oil from destroying the great reefs in the area.

Still others dove down in the great Tla-Yaal forests affixing statues where they could to try and staunch the flow of the pollution.

But all wearily knew that as long as the sunken ironclads kept leaking the ecosystem would continue to die.

Then the Outcasts came and began lifting up the Ironclads by encasing their lower decks in ice. It was slow, hard work in the warm waters.

The ships were tough buggers, but truly wreaked. Without the icy encasing, they simply couldn’t keep afloat. But on an isle of ice, they were effective metal forts. The Outcasts quickly realized they would need a more permanent solution if they were to repair the ships. The weapons…they were destroyed, the weeks in the saltwater had reduced the engines and the artillery onboard to pitted scrap. While they worked, a helpful Knight named Mag’nrs used fleshworms nightmares to keep the fuel tanks sealed.

It took nearly two days of straight work, but the Outcasts found themselves with three fine floating forts.

The remaining ships were totally ripped apart, and needed to be raised another way. The Yagogi handled this task. Their allied Kingz used the Leyas to seal the pieces of ship together into massive barges to carry the fuel and toxic materials being collected from the water. Thick globs of oil were frozen inside large cubes of waters and then stored inside the Cleanup barges.

Meanwhile within the city limits of Unen proper, the Ol’Lur tribe was very busy. Every street was given a thorough cleaning by tribals of Ol’Lur. They cleaned the air, and water that the old sluice ways that brought rainwater out of the ruins of Unen and down into the sea.

Der’og watched the Ol’Lur work, and found a strange abundance of Fleshworms in the area. He spent his time protecting workers across Unen, shedding light as needed to destroy nightmare flesh. The longer he worked alongside the cleanup workers, the more he was sure that there was something behind this increase in attacks.

The Outcasts and the Yagogi and their Kul Gul Rapi allies were shocked to discover quite how many wrecked vessels had been dropped along the coast during various church of one attacks over the preceeding years. Each leeching toxic chemicals and fuel oil or coal into the ocean. The work took many many days, but once completed every wreak still spewing out its fuel had been lifted. Only those wreaks which had become full coral reefs were left as part of the biosphere. This left much of the docks and bays of Unen still rife with hidden sunken ships to explore, but now they were safer to both divers and to the stalefish that inhabited them.


#2

Part 2: The Sealing off of Bartsport

Out in Bartsport bay there was a frenzy of activity. Above the calm waters hung a huge monolithic structure. Its hull was speckled by veins of crystal that grew through the stone, making its shine in the morning sun.

Smaller vehicles flew down from the UtR Carrier craft. Wreaks were lifted up on stone pillars, upsetting the sea floor, but thrusting them high into the air. The vehicles extended down vines that wrapped around the wreakage and lifted off.

Large Skimmers were loaded with salvage as the Auf Lal’al and EEF crews began the hard work of cleaning up the port. Work was going steadily, and the quarantine lines were set up. On day three the quarantine was finally opened for cleanup workers to move into Bartsport proper. What they found there, was a ghost town of empty houses and infested with Nightmares. Only a single zone was inhabited with clear No trespassing Signs on all sides. A manorhouse which was obviously well maintained.

Both the EEF and UtR cleanup workers avoided this manor and kept at their work.

At the outer quarantine zone, Ka’ab of the Auf Lal’al was giving a briefing to the UtR and Unenese workers.

Once everyone arrived, Ka’ab said "We have some experience with Radiation. Its hard to avoid if you are cleaning it up. But the EEF team will aid us in healing our gogs from the radiation. Also they have sensors that can detect radiation. No one will be allowed to leave if they are still contaminated, otherwise you will die and healing leyas cannot fix it.

But we can also give a few tips:
Don’t eat, drink, or swallow anything while in the area.
Limit any time there. Healing can heal the damage, but won’t remove any bits that contain radiation from the body. This is one of the things the tech the EEF will use while any heal anyone who gets sick.
Anything possibly… that contains this Radiation, needs to be removed from the non contaminated soil and water.

So with that, I was thinking we need to seal off Bartsport. No water can run from that land to the sea. No food or animals should be taken or eaten from there.
Next, we need those sunken ships out of the water and purify the water around there to remove the liquid earther stuff.

We have some skimmers for part of this cleanup, so you are not actually in the water causing the water to move around more. We have a few items that can purify water. And each of the gogs here can purify water as well.

Also my Ur Rhug tribesmen will help secure the area so all can concentrate on their dangerous work.”

Dr. Knoll of the EEF stepped forward, “Work today will be on cleaning out the Bartsport Sluiceways and drainage ditches. These are causing rainwater carrying irradiated material to flow into the ocean.
The Auf Lal’al have already plugged the ends of the sluiceways but now they are filling with toxic materials, and will overflow into the rest of Bartsport. Be careful the dark water will hide slippery stones, and you don’t want an open wound in this liquid. Now get out there.”

From the beginning the Ur Rhugs found themselves beset by Nightmare attacks. The attacks were methodical, and many (incorrectly) suspected the inhabitants of the strange foggy mansion. Rescue workers quickly found their suits pierced by the biting mouths of Fleshworms. The EEF found most of the local staff exposed to radiation within hours of starting work.

The Gangers of Uf Mag’og moved into support positions. They found the sluiceways full of Fleshworms. The semi-living pools resembled crude oil on the surface of the water. Then it became an ameobic creature with many small tendrills and tentacles to consume the living surprised by their attacks.

The fight was brutal and many of the gangers and Auf Lal’al defenders were bitten. Most wounds were superficial, but increased the exposure dangerously.

Meanwhile, the Tor’lallur worked hard to aid in removing toxic salvage. Many were surprised to see the dirty slimegogs working alongside the others. They were peaceful and helpful, often employing giants to help pull salvage to safe zones.

Like all the gogs in the quarantine zone the Tor’Lallur were tested by the EEFers and their allies. Small samples of blood, fur and bone matter were taken by the scientists. Alongside the EEF were friendly Earthers including a group of scientists who originally hailed from Dunesphere, though they kept that to themselves.

Cleric Oswaldo overlooked as the samples were taken and delivered to Dr. Leonard Bones, who had arrived with his bodyguard Red Bishop Robyrne at the quarantine zone. They made sure to work peacefully beside the EEF to help the Olgogs. Though the extra blood samples they took were never noticed by the overworked rescue workers. Since it was the only way out of the quarantine zone, all the Olgogs relented to the tests.

Oswaldo heard a crashing noise as one of the Olgog aircraft’s vine rigging came away cut, spilling its cargo across a wide section of rescue worker’s tents. Oswaldo sighed. The natives once again showing their primitiveness in his eyes. Accidents like this were more and more common. He had heard rumors someone was cutting the rigging from a few of the rescue workers who had experience a similar accident the day before.

He doubted it. His men were under carefully explained orders not to harm anyone. And they did a damn good job of it.

Especially when some of the Unenese rescue workers on the second day came back losing their fur. The green skinned creatures that emerged from Bartsport looked like monsters with skin pulled tight across their pinched forms. Robyrne had nearly shot the creature dead, but then in Earther the creature muttered, “Og, Rescue group 2, need medical assistance,” before it collapsed and nearly died.
Oswaldo had been clear on the rules of engagement, so Robyrne holstered the weapon, and called for medics.

Now fully half of the hundreds of Unenese who had first come to Bartsport to work alongside the UtR were suffering from profound radiation sickness. The EEF did what they could to decontaminate, but many of these selfless Olgogs would face a lifelong struggle against cancer.

Finally on day seven the walls and ditch system were complete in Bartsport. The town was now half abandoned two story buildings, and half marshy ruins quite toxic to anyone who enters. Its wall was high and covered in purification artifacts. Ditches made the once skillfully layed out streets a maze of canals and runoff encatchments. Only the Manor was untouched, the workers rightous fear kept them away from it.


#3

Part 3 The Harbor of Drewsport

Tormag’ru was happy to see so many coming to aid the people of the coast. He informed any that asked that their vessels of war would need to be keep out of Drewsport. He could not risk the Oners of Dunesphere being able to claim that it was being used as staging point for war. He had already seen what they were capable of, with the destruction of the Great Uf.

He was happy that the visitors would not have to dive for wrecks in the harbor. The sunken Oners vessels had all been pulled out of the harbor and either repair or dragged ashore over a year ago. His forces just had not had the manpower to recover all the pirate vessals that had sunk outside the breakwaters during the short pirate war last year.

The dead aided in pulling wreck from the waters to the shoreline to the south of the harbor. they would do their best to keep the peace. The ironclads of unit 817 patrolled off the shore to keep sea predators and Dunespherian ships from interfering.

Tormag’ru stood with L’gani the steward at the breakwaters. The salt spray was thick in the air, though Tormag’ru could barely sense it. His dead skin was simply not sensitive enough to register the refreshing seaspray. L’gani however was enjoying it.

The K’ias was pleased so see to so many disparate groups working together.

From here he could see the Yagogi Barges to the south. They kept their distance from the Unit 817 Ironclads, but L’gani was sure the nomadic herdsgogs appreciated the extra defense the ships provided.

He turned to the dead beside him.

“The Redeemer would be proud of our good work here,” he said simply.

At that moment with a big bubble leading the way, a wreak rose from the water. It was a nearly pristine looking ship for thirty seconds, then the rusted nails gave way and it crushed in on itself.
There were five lound bangs, like an repeat of the sound of wood on wood from the collapse. Five seperate holes burst through the top of the wood pile, knocking the green watersoaked wood out of the way.

L’gani looked in awe at what was exposed. His vision shifting to see the Leyas more and he began studying the weapons exposed. His alien grin extended from one side of his mask to the other, giving him the impression of a flip-top head for a few moments.
“Tormag’ru, the walls of the enemy will not hold back the Shield of the Redeemer any more,” L’gani said as he levitated one after another of the massive sonic cannons from the wreak.

L’gani and Tormag’ru watched as the fisherman from Drewsport began collecting the wood, and the Dead assisted them in dragging the salvage from the sea.

The coast of Unen would restore itself, it would just take time.


#4

Rewards

Kul Gul Rapi gains Heals the Unen Coast. All the Bruskti and Unenese Fishergogs know the Kul Gul Rapi Family saved them. Every community along the Unen coast provides free food and board to the known members of the Family. They no longer need worry about providing food for their tribe and up to 100 additional Olgogs.

Urik’s Outcasts gains three Ice Islands with Ironclad forts. Each has:
Ironclad Fort S.A.R. 30, 10 Open Weapon Mounts
Ironclad fort takes half dmg from Fire attacks,
Chill attacks will raise Iceflow Island’s S.A.R. By points of dmg (to a maximum SAR of 100).
Iceflow island S.A.R. 50 (fire and plasma attacks will Lower S.A.R. By dmg in points) If Iceflow island is destroyed the fort will sink again. (weapons cannot be mounted on the ice flow)
Iceflow islands have a move of 3 (at sea only). They need some form of propulsion but have no engines.

Yagogial gains Two Massive Barges full of toxic sludge held together by petrol.
If a single barge is accidentally set on fire it will explode do 100 Energy dmg, City Effect.
If both barges are ignited as one it will do 150 Energy dmg, City Effect, and strike all soft targets in a five mile radius with an additional separate 20 Melee dmg, Bludgeon, Area Effect from the Concussive wave. These barges have an V.A.R. 15, a move of 4 (rowers at seas only) and counts as a ship.

Unit 817 recovers five artificed Cannons from the pirate wreaks.
Each cannon requires 1 open weapon mount to mount on a vehicle.
Their stats are:
Roaring Cannons of the Pirate King: Casts Tunnel Material, and Sonic Spear. Troubadour and Earth Artifact. Does 15 Melee dmg, Bludgeon, Lowers V.A.R. And S.A.R. By 10. On wooden or stone targets (but not metal or synthetic) this weapon will also open a 40 ft. long tunnel in it ahead of the sonic spear, allowing the sonic attack to hit targets hiding behind wood or stone walls.
Has no Tunnel Material effect on living stone like Balgogs, Golems, and Kias Ziggurats, but still does sonic spear damage.

Tor’Lallur gains three months of extended life for those sent on this mission. And gains
Irradiated Ameoba: This new biological weapon is a mutated ameoba local to the goblin lands near Unen’s marshes. While usually unable to survive in human and olgog bodies, it can now cross into these two species.
It gives a case of
the Unenese Pnemonia
This airborne disease causes mucous to be infested with ameoba that damage nearby tissue. This results in an overproduction of internal fluids and a constant flushing of the G.I. Tract. Vomitting, Diarrhea, choking cough and high fever are common symptons. It does 5 (No A.R.) dmg each day to the target. While infected the person cannot keep down food, causing exhaustion at all times.
(+2 T# to all tests while under this effect, +5 T# to all tests if infected target is foolish enough to eat more food after throwing up the first time).
This disease will cause the target to also take +1 (No A.R.) Pain dmg every time they take any damage from another source. It can be countered by Cure Disease, Consume infection, and Brian fever. If it is not cured first, anyone killed by Unenese Pnemonia will resurrect with the disease.
Airborne. Plague Vampyrs get 2 Months of extended life for every community infected with this dangerous cough. Disease attack.

Lord Grimaldus gets, So Many Samples to choose from. Blood and Biomass samples have been taken from over 250 Olgogs from tribes including Auf Lal’al, Kul Gul Rapi, Yagogi, Tor’Lallur and Gang of Uf Mag’og. Dr. Bones also gains a sample of Tor’Lallur blood that could be used to implicate the Tor’Lallur in the Reaping of Karov mission. It contains a suspicious batch of viruses and bacteria that is only found in Tor’Lallur tribals who are plague vampyrs. It is an unlikely combination of two of these viruses and a bacteria that is at the heart of the Reaping Plague. Or it could be replicated and used in an aerosal form to blame the Tor’Lallur for crimes they did not commit.

Lalder gains The Successful sealing off of Bartsport. The town of Bartsport is now surrounded by large waterproof walls topped by purification artificings. The town is now studded with ditches designed to catch the water and prevent it from flowing out to sea. The sea wall is S.A.R. 30.
They also gain training in Radiation cleanup and avoiding toxins from the EEF. They have ingame knowledge of how to protect against radiation contamination, and know what devices and medicines the EEF proscribe to treat radiation sickness.

The Ol’Lur tribe gains, A Healthy Customer Survives to come back. As a result of their cleanup efforts, the Ol’Lur owned Bar in Unen has recieved a large influx of Barter. A one time bonus, Ol’Lur may trade 1 Month worth of Fish, and 5 large canoes
(var 4, Move = Strength) to other tribes, Or may keep the canoes and just trade the fish.

Gang of Uf Mag’og gains thirty Nightmare Capes made from dead fleshworms. Each cape is +1 A.R. Vs. Melee & Missile & Chill, with a WT 1.

Derlur the Nomad gains, A Kulal Sighting. Derlur now knows about Kulal the evil former Kul Gul Rapi who is spreading distruction across the goblin lands.

Bartsport is now fully under the control of Lord Mada as all other forces have withdrawn.


#5

Sir Mag’Nrs gains 20 Ur Kug followers who now worship the path of Morgoth as members of his new burgeoning church.
They have standard Ur Kug stats and rules. They may not be used in missions, but can be used to build the church and do work around the church grounds.