IC
Re: IC
Newton
"No doubt it will take a few days to find the monastery, if we find it. After, it makes sense to travel back this way, so if Fer finds us a sage while we are gone we can speak to him we we return this way. I think it would be good to speak to Pord, but I'm happy if the group doesn't want to wait"
"No doubt it will take a few days to find the monastery, if we find it. After, it makes sense to travel back this way, so if Fer finds us a sage while we are gone we can speak to him we we return this way. I think it would be good to speak to Pord, but I'm happy if the group doesn't want to wait"
Re: IC
Gardo
After hearing the group to delay travel by another day for a meeting, an idea finally pops into Gardo's head. He grabs the lantern purchased from Notai and heads to speak with Reker Nus about identifying it.
After hearing the group to delay travel by another day for a meeting, an idea finally pops into Gardo's head. He grabs the lantern purchased from Notai and heads to speak with Reker Nus about identifying it.
It's hard to explain puns to kleptomaniacs because they always take things literally.
- thirdkingdom
- Rider of Rohan
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Re: IC
Fourthmonth, Fifthday
The adventurers finish their preparations for their trip north while waiting for their factor to arrange a meeting with the Deputy Seneschal. Tolniel informs the companions that the DS can meet with them first thing in the morning. In the meanwhile, the adventurers overhear the following rumors while whiling the time:
*Nothing is certain, but there are those who claim the Scarlet Principality is edging towards war with the Azure Principality. Rumblings are heard that talks have broken down over disputed border territory. As it stands now, the best way to reach the Silver Sea has been through the Azure Principalities, but there are hopes that once the river route south down the Sarn has been opened up the Scarlet Prince will be less dependent on the eastern trade routes. Tolniel opines that if war breaks out the Principalities hunger for ore will increase dramatically, increasing the importance of the mining camps to the north of Junction and the passability of the road west, to Rocky Peak.
*A dragon has been spotted flying over the Ironshard range, just to the west of the pass the adventurers will be taking north to Alice. As of yet it has not molested any Men.
*The Ironshard range is something of anomaly. Rising steeply from the plains to the south, it's surrounded by lowlands and forest. The terrain is almost impossibly steep, and the land itself difficult to settle. It is nominally claimed by the Scarlet Prince, but outside of the two passes -- the one on the road west towards Junction, and the one of the road north, to Alice -- it is largely unexplored and any resources within unexploited. The bulk of the range has been granted to Lady Arcaphia, the Cerise Baroness, who dwells in a castle along the northern road, although Lady Annemond, the Cochineal Baroness, has been granted the northwest portion. There is rumored to be some tension between the two.
*Rhea's Ford, as a major city, is hungry for raw goods in all forms. Ore is the most valuable, but rare woods, furs, and other luxury goods are sought after, as are rare materials used in alchemical and magical compounds. The woods to the north of Alice are said to be a source of throan, an insect secretion that can be dried and purified and used in various potions.
*The woods to the north of Alice are a dangerous place, a primeval forest of ancient, toweing trees that hide numerous threats, among the most fearsome being ogres, giants, and strange, moss-covered trolls. The great dragon Valraphgon is supposed to control a great swathe of forest, although he has not been seen since the end of the Fifteenth Cycle.
*Numerous sages have declared they have interpreted the meaning of the disappearance of the star Nerathil; they warn that the boundaries between the worlds have weakened, and that strange beasts -- demons, elementals, and even faery-folk -- will be able to pass through in the mortal world at certain places and times. It is thought the disappearance is temporary, and that the star should reappear within the year, strengthening the boundaries once again.
Fourthmonth, Sixthday
Rhea's Ford
The Deputy Seneschal is a tall man, rail thin, with absolutely no hair on his head or face. He welcomes the companions into his cramped office. "I understand you intend to travel north to try and clear the road north to Kimrid." He examines the map the adventurers have. "Kimrid is located here," he says, pointing at Hex 238.115. "I'm told there was a decent trail that ran north from Alice -- not a road, proper, but a track for horses and mules. It was said to be well-marked and traveled occasionally; supply trains ran up that way perhaps once a month last Cycle. That was, of course, over two hundred years ago. During the last Nadir it was simply too dangerous to do that. We are anxious to see if we can re-establish contact with Kimrid. If you are willing to make the journey I would like to send one of my associates, a woman named Kirra Lec, who will serve as an ambassador to Kimrid, should the community still exist."
The adventurers finish their preparations for their trip north while waiting for their factor to arrange a meeting with the Deputy Seneschal. Tolniel informs the companions that the DS can meet with them first thing in the morning. In the meanwhile, the adventurers overhear the following rumors while whiling the time:
*Nothing is certain, but there are those who claim the Scarlet Principality is edging towards war with the Azure Principality. Rumblings are heard that talks have broken down over disputed border territory. As it stands now, the best way to reach the Silver Sea has been through the Azure Principalities, but there are hopes that once the river route south down the Sarn has been opened up the Scarlet Prince will be less dependent on the eastern trade routes. Tolniel opines that if war breaks out the Principalities hunger for ore will increase dramatically, increasing the importance of the mining camps to the north of Junction and the passability of the road west, to Rocky Peak.
*A dragon has been spotted flying over the Ironshard range, just to the west of the pass the adventurers will be taking north to Alice. As of yet it has not molested any Men.
*The Ironshard range is something of anomaly. Rising steeply from the plains to the south, it's surrounded by lowlands and forest. The terrain is almost impossibly steep, and the land itself difficult to settle. It is nominally claimed by the Scarlet Prince, but outside of the two passes -- the one on the road west towards Junction, and the one of the road north, to Alice -- it is largely unexplored and any resources within unexploited. The bulk of the range has been granted to Lady Arcaphia, the Cerise Baroness, who dwells in a castle along the northern road, although Lady Annemond, the Cochineal Baroness, has been granted the northwest portion. There is rumored to be some tension between the two.
*Rhea's Ford, as a major city, is hungry for raw goods in all forms. Ore is the most valuable, but rare woods, furs, and other luxury goods are sought after, as are rare materials used in alchemical and magical compounds. The woods to the north of Alice are said to be a source of throan, an insect secretion that can be dried and purified and used in various potions.
*The woods to the north of Alice are a dangerous place, a primeval forest of ancient, toweing trees that hide numerous threats, among the most fearsome being ogres, giants, and strange, moss-covered trolls. The great dragon Valraphgon is supposed to control a great swathe of forest, although he has not been seen since the end of the Fifteenth Cycle.
*Numerous sages have declared they have interpreted the meaning of the disappearance of the star Nerathil; they warn that the boundaries between the worlds have weakened, and that strange beasts -- demons, elementals, and even faery-folk -- will be able to pass through in the mortal world at certain places and times. It is thought the disappearance is temporary, and that the star should reappear within the year, strengthening the boundaries once again.
Fourthmonth, Sixthday
Rhea's Ford
The Deputy Seneschal is a tall man, rail thin, with absolutely no hair on his head or face. He welcomes the companions into his cramped office. "I understand you intend to travel north to try and clear the road north to Kimrid." He examines the map the adventurers have. "Kimrid is located here," he says, pointing at Hex 238.115. "I'm told there was a decent trail that ran north from Alice -- not a road, proper, but a track for horses and mules. It was said to be well-marked and traveled occasionally; supply trains ran up that way perhaps once a month last Cycle. That was, of course, over two hundred years ago. During the last Nadir it was simply too dangerous to do that. We are anxious to see if we can re-establish contact with Kimrid. If you are willing to make the journey I would like to send one of my associates, a woman named Kirra Lec, who will serve as an ambassador to Kimrid, should the community still exist."
- thirdkingdom
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Re: IC
Reker NusVonAlric wrote:Gardo
After hearing the group to delay travel by another day for a meeting, an idea finally pops into Gardo's head. He grabs the lantern purchased from Notai and heads to speak with Reker Nus about identifying it.
"Hmm." The sage turns it over in his hands. "It doesn't appear to be magical, but is unlike any other lantern I have seen before. It might take some time, but I will gladly examine it for you, once I've finished identifying these items."
Re: IC
Gardothirdkingdom wrote:Reker Nus
"Hmm." The sage turns it over in his hands. "It doesn't appear to be magical, but is unlike any other lantern I have seen before. It might take some time, but I will gladly examine it for you, once I've finished identifying these items."
"That will be acceptable. My companions and I are shortly to head north to reestablish contact with the village of Kimrid. Hard to estimate when I will return but I would estimate no more than a month. I will have word sent to you if something changes from our factor, a man named Tolniel Fer. You can also inform him of any important things you may want to relay to myself or the others."
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: IC
Telemachusthirdkingdom wrote:Fourthmonth, Sixthday
Rhea's Ford
The Deputy Seneschal is a tall man, rail thin, with absolutely no hair on his head or face. He welcomes the companions into his cramped office. "I understand you intend to travel north to try and clear the road north to Kimrid." He examines the map the adventurers have. "Kimrid is located here," he says, pointing at Hex 238.115. "I'm told there was a decent trail that ran north from Alice -- not a road, proper, but a track for horses and mules. It was said to be well-marked and traveled occasionally; supply trains ran up that way perhaps once a month last Cycle. That was, of course, over two hundred years ago. During the last Nadir it was simply too dangerous to do that. We are anxious to see if we can re-establish contact with Kimrid. If you are willing to make the journey I would like to send one of my associates, a woman named Kirra Lec, who will serve as an ambassador to Kimrid, should the community still exist."
"Do you want to send Miss Lec with us now, or wait until we've cleared the area around the trail? If the former, does she have any ability to defend herself?"
- thirdkingdom
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Re: IC
Deputy Seneschal Pordsulldawga wrote:Telemachusthirdkingdom wrote:Fourthmonth, Sixthday
Rhea's Ford
The Deputy Seneschal is a tall man, rail thin, with absolutely no hair on his head or face. He welcomes the companions into his cramped office. "I understand you intend to travel north to try and clear the road north to Kimrid." He examines the map the adventurers have. "Kimrid is located here," he says, pointing at Hex 238.115. "I'm told there was a decent trail that ran north from Alice -- not a road, proper, but a track for horses and mules. It was said to be well-marked and traveled occasionally; supply trains ran up that way perhaps once a month last Cycle. That was, of course, over two hundred years ago. During the last Nadir it was simply too dangerous to do that. We are anxious to see if we can re-establish contact with Kimrid. If you are willing to make the journey I would like to send one of my associates, a woman named Kirra Lec, who will serve as an ambassador to Kimrid, should the community still exist."
"Do you want to send Miss Lec with us now, or wait until we've cleared the area around the trail? If the former, does she have any ability to defend herself?"
"Miss Lec is currently in Alice. She has her own guards, and she is more than capable of taking care of herself."
- thirdkingdom
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Re: IC
Deputy Seneschal Pordsulldawga wrote:Telemachus
"Can we clarify the reward for this task? Also, are we just journeying there and confirming that Kimrid still exists, or are their other requirements for the reward?"
"The Scarlet Prince will pay you two thousand alcedes to escort Lec and her guard north towards Kimrid, regardless if the village still stands or not. If it does not still stand Lec will return with you, otherwise she will remain there. You are to clear any imminent and obvious threats along the way; I do not expect you to scour the land surrounding the trail, but if there is obvious sign of some sort of monster that may, in the future, threaten the road on a consistent basis it would fall upon you to deal with that threat. You are, of course, welcome to keep any treasure you find."
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Re: IC
Pordshaidar wrote:Newton examines the map
"That's quite a ways, further than I was expecting. I assume Alice to is large enough town for us to provision adequately?"
"If it was easy everyone would do it." Pord replies, shrugging. "Lec has been stockpiling supplies for such an expedition. You needn't concern yourselves about basic supplies. Alice is about the same size as Junction, I think."
Last edited by thirdkingdom on Fri Aug 09, 2019 7:27 pm, edited 1 time in total.
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Re: IC
Feargus
"Alright then, when do we leave? My feet are burning staying here too long...Oh...one question though. I saw on our map that the road continues south of Rhea's Ford. Where does that lead after it leaves the Principality?"
"Alright then, when do we leave? My feet are burning staying here too long...Oh...one question though. I saw on our map that the road continues south of Rhea's Ford. Where does that lead after it leaves the Principality?"
- thirdkingdom
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Re: IC
Deputy Seneschal PordThe_Wanderer wrote:Feargus
"Alright then, when do we leave? My feet are burning staying here too long...Oh...one question though. I saw on our map that the road continues south of Rhea's Ford. Where does that lead after it leaves the Principality?"
"South? Not that far. There's another monastery at the end of the road called Eros. It trains men and women . . . in a particular art of war. But the road ends thereabouts. The south country is hills and badlands, not much good for anything except growing ogres and giants and other gribblies. There used to be some kingdoms further south, but we haven't had any direct contact with them since last Cycle. Oh, and there's bandits. Lots and lots of bandits."
Re: IC
Telemachusthirdkingdom wrote:Deputy Seneschal Pord
"South? Not that far. There's another monastery at the end of the road called Eros. It trains men and women . . . in a particular art of war. But the road ends thereabouts. The south country is hills and badlands, not much good for anything except growing ogres and giants and other gribblies. There used to be some kingdoms further south, but we haven't had any direct contact with them since last Cycle. Oh, and there's bandits. Lots and lots of bandits."
"If there's nothing but ogres and giants out there, who do the bandits prey upon?"
- thirdkingdom
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Re: IC
Pordsulldawga wrote:Telemachusthirdkingdom wrote:Deputy Seneschal Pord
"South? Not that far. There's another monastery at the end of the road called Eros. It trains men and women . . . in a particular art of war. But the road ends thereabouts. The south country is hills and badlands, not much good for anything except growing ogres and giants and other gribblies. There used to be some kingdoms further south, but we haven't had any direct contact with them since last Cycle. Oh, and there's bandits. Lots and lots of bandits."
"If there's nothing but ogres and giants out there, who do the bandits prey upon?"
"Mostly us. They hit the southern border, fade away into the hill country. There's other communities out there, too."
- thirdkingdom
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Re: IC
Fourthmonth, Sixthday
The Ironshard Mountains
The day has gotten colder, not warmer, since the adventurers met with Pord, and as they ride out of Rhea's Ford, picking up the mercenaries on the way, it gets even colder as they ascend the Northern Pass through the Ironshard Range. It's a narrow road, well-maintained, cutting a path through looming mountains on either side. Every so often there's a trail that cuts off east or west, leading perhaps to a village, or mining camp, or maybe just a mountain freehold. The road is not deserted, but less heavily traveled than the road west to Junction. The party passes wagons of produce and livestock heading north; those southbound are heavily laden with timber and what looks to be ore.
They've gotten on the road a little late, perhaps around 10:00 am, and the sun has sunk below the mountain peaks, casting the pass into a deep shadow, by the time they spy a great fortress on the road ahead*. This must be the castle of the Cerise Baroness. It's massive, dwarfing any structure they've seen in Junction, straddling the road like an enormous, hungry toad. The pass leads directly through a pair of large, wooden gates, presently standing open, in front of which are a quartet of guards in bright red surcoats, holding pikes in one hand.
"Gates close in an hour!" announces one as the adventurers approach, "State your business, please, before we grant you passage!" By now the air has a definite chill to it, and the sky is lead grey with clouds. It feels like snow.
The Ironshard Mountains
The day has gotten colder, not warmer, since the adventurers met with Pord, and as they ride out of Rhea's Ford, picking up the mercenaries on the way, it gets even colder as they ascend the Northern Pass through the Ironshard Range. It's a narrow road, well-maintained, cutting a path through looming mountains on either side. Every so often there's a trail that cuts off east or west, leading perhaps to a village, or mining camp, or maybe just a mountain freehold. The road is not deserted, but less heavily traveled than the road west to Junction. The party passes wagons of produce and livestock heading north; those southbound are heavily laden with timber and what looks to be ore.
They've gotten on the road a little late, perhaps around 10:00 am, and the sun has sunk below the mountain peaks, casting the pass into a deep shadow, by the time they spy a great fortress on the road ahead*. This must be the castle of the Cerise Baroness. It's massive, dwarfing any structure they've seen in Junction, straddling the road like an enormous, hungry toad. The pass leads directly through a pair of large, wooden gates, presently standing open, in front of which are a quartet of guards in bright red surcoats, holding pikes in one hand.
"Gates close in an hour!" announces one as the adventurers approach, "State your business, please, before we grant you passage!" By now the air has a definite chill to it, and the sky is lead grey with clouds. It feels like snow.
Last edited by thirdkingdom on Tue Aug 13, 2019 11:00 pm, edited 1 time in total.
Re: IC
Newton
As the group leaves Rhea's Ford Newton passes Ribar three potions
"This is a potion of vigor, it provides minor healing. The other two can assist with poisoning, if given with a few minutes of being afflicted. Please keep these as items to use to assist the group in an emergency"
As the group leaves Rhea's Ford Newton passes Ribar three potions
"This is a potion of vigor, it provides minor healing. The other two can assist with poisoning, if given with a few minutes of being afflicted. Please keep these as items to use to assist the group in an emergency"
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Re: IC
Fourthmonth, Sixthday
Bastion
"Welcome to Bastion, then. Lawbreakers and devotees of Chaos are not allowed. Your mercenaries can find a place to sleep in the grange," he points through the gates, to a large stone structure located just to the left, barely visible, "but we strongly suggest they stay out of trouble, or both they and you will be escorted out. You and your companion can likely find a place in the inn, called Leoval's Folly. It's down the street and past the grange a few hundred yards."
Bastion is a city of stone, with narrow roads and buildings piled atop one another like enormous children's blocks. Even in the twilight the looming mountains can be felt all around. Torches line the main thoroughfares, and the streets are busy, even in the evening's chill. The Folly proves to be a tall, narrow stone building, the door braced by lanterns tinted green. Inside it is hot and crowded; townsfolk jostle with merchants and sellswords for a table. Over the course of the evening the adventurers hear many things of interest. By far the most popular topic of discussion is the possibility of imending war between the Principalities, but other topics come up now and again:
*A nearby settlement, Norrogal, was attacked by ogres the previous day. While the town militia managed to fight off the sortie with minimal loss of life -- mostly livestock were taken -- the Baroness is offering a bounty of 25 alcedes per ogre head to anyone willing to go after the brutes.
*Something strange is stalking the streets of Bastion at night, killing its victims almost indiscriminately, save it only attacks those walking by themselves. The method of death is hotly debated; some claim it is by exsanguination, others multiple stab wounds, while one man, a burly, barrel-chested man, claims he saw one of the dead bodies and the individuals head was smashed, as if by a great blow.
*There is most definitely a dragon in the mountains, and it looks as though it has finally attacked a human settlement. Two days ago an itinerant tinker arrived in Bastion, claiming that he had been come across a remote freehold on his route through the secluded valleys that dot the range, only to find the freehold burnt to the ground, the very stone foundations of the buildings melted as if subjected to a great heat. He says he did not investigate much further, but no survivors were evident. The tinker is reported to be staying at the grange for the time being, and has been questioned by the Baroness's men.
Bastion
"Welcome to Bastion, then. Lawbreakers and devotees of Chaos are not allowed. Your mercenaries can find a place to sleep in the grange," he points through the gates, to a large stone structure located just to the left, barely visible, "but we strongly suggest they stay out of trouble, or both they and you will be escorted out. You and your companion can likely find a place in the inn, called Leoval's Folly. It's down the street and past the grange a few hundred yards."
Bastion is a city of stone, with narrow roads and buildings piled atop one another like enormous children's blocks. Even in the twilight the looming mountains can be felt all around. Torches line the main thoroughfares, and the streets are busy, even in the evening's chill. The Folly proves to be a tall, narrow stone building, the door braced by lanterns tinted green. Inside it is hot and crowded; townsfolk jostle with merchants and sellswords for a table. Over the course of the evening the adventurers hear many things of interest. By far the most popular topic of discussion is the possibility of imending war between the Principalities, but other topics come up now and again:
*A nearby settlement, Norrogal, was attacked by ogres the previous day. While the town militia managed to fight off the sortie with minimal loss of life -- mostly livestock were taken -- the Baroness is offering a bounty of 25 alcedes per ogre head to anyone willing to go after the brutes.
*Something strange is stalking the streets of Bastion at night, killing its victims almost indiscriminately, save it only attacks those walking by themselves. The method of death is hotly debated; some claim it is by exsanguination, others multiple stab wounds, while one man, a burly, barrel-chested man, claims he saw one of the dead bodies and the individuals head was smashed, as if by a great blow.
*There is most definitely a dragon in the mountains, and it looks as though it has finally attacked a human settlement. Two days ago an itinerant tinker arrived in Bastion, claiming that he had been come across a remote freehold on his route through the secluded valleys that dot the range, only to find the freehold burnt to the ground, the very stone foundations of the buildings melted as if subjected to a great heat. He says he did not investigate much further, but no survivors were evident. The tinker is reported to be staying at the grange for the time being, and has been questioned by the Baroness's men.