Showing posts with label Traladaran History. Show all posts
Showing posts with label Traladaran History. Show all posts

2016-05-26

Grand Duchy 81

Grand Duchy of Adventure

Session 81
February 13 - March 17, 2016


Village of Ronkan

Gromdain 26 Yarthmont

The Traldar Village

The Traldar settlement called Ronkan is nothing more than 20 or so buildings hiding behind a 15’ high cobbled stone wall and 10’ deep ditch. About 250 beings inhabit the village and all of them seem very intrigued and curious about the Grey Company. They receive many thanks from the locals for helping them in their battle with the Mutts and hailed as heros. The Company is told that the leader of the Traldar, a man named Guri Ben-kaal will meet with them in the morning at a breakfast feast.


Sunset is fast approaching and Kastok shows them to an empty building, more of a shed built against another building, that looks to be undergoing some renovations or repairs. He bids them goodnight and retires to his dwelling, warning them to not wander around at night lest the Killer in the Dark get them.


Iris looks over the empty building with hardly hidden enthusiasm, and remarks under her breath about the architecture in this village. She knows very well tonight will be a late night for her as she thinks over everything she learned today.


Griffin turns to Draven. “Okay, Father, what do you make of these folk? You’ve put us on a side in what looks like a tidy little war. Are you sure we’re on the right side?” He winces. “Frankly, I’d like to avoid more fights like today.” He pauses. “And in case I didn’t mention it, thank you again for all the care you give me and the Company. We would have been long dead if not for your ministrations.”


I won’t lie, when they talked of ‘mutts’ I was sure they meant the gnolls we’d endured on our trek north. Makes me wonder if there’s any connection between the two races.” He shoots Iris a questioning look. “I feel comfortable that the Traldar defeated the Hutaakan in the wider world, and are the forefathers of the Traldarans, even of Marcel, but that’s no guarantee that they were the more civilized or even most humane.”


Taking a deep breath he ponders for a moment. “I think we’ll need to extricate ourselves from this war, and quickly, but I feel certain that having the support of locals may be just the thing we need to find our way to our goal.”


A young Traldar woman enters the room and deposits several trays and pots of hot, steaming food on the ground in the center of the room. She does not look up at anyone but says “For... you... brave... warrior.”

Griffin laughs. “Well, I think that’s for you or Marcel, brother. I spent the fight taking a nap.” Wincing at his laugh, he asks, “Is .. this .. for .. <points at Draven>?”


Draven waves away his suggestion with a pained expression. “You must have been brave, you were nearly dead!”


She looks quizzical at Griffin. “For… all.... brave… warrior,” she mutters and waves her hand over all the food. There is enough for everyone, though not a lot.


Griffin bows and smiles. “Thank you. Please say thank you to all who gave us this food.” He looks around, “Okay, folks, let’s dig in. Although there might not be enough Elven spices, right, Marcel?” Griffin steps up and starts helping himself to the food. He takes a bite or two and makes appreciative noises to the young woman. “This is good. I like it.” He gives her a smile. “My name is Griffin. What’s yours?”


Iris shakes her head and grimaces. “I really don’t think I classify as a warrior.” Looking to Draven, she nods and says, “Blunt, but very true. Despite being a very interesting civilization, a civilization does not presuppose civility.”


Bravery is just foolhardiness in retrospect,” says Draven in a tone that makes everyone sure he’s quoting someone. “I think we all qualify as brave warriors at this point.” With that, he eats the food provided, simple enough though it be.


Stephan, come and sit with us. What do you think our next steps ought to be from here? We’re fairly far into the valley now, and as much as my instincts tell me we should be dealing with the so-called Killer in the Dark for these benighted folk, I sense we’re getting near enough our eventual destination. Do you think we can trust these people to know our true purposes here?”


Griffin looks away from the serving girl to Draven. “I always liked ‘Bravery is being terrified and doing it anyway.’ And I know we’ve all been that kind of brave.” He takes another bite of the simple fare. “So I imagine we’ll get a good grilling from this Ben-Kaal headman in the morning. We’ll tell him we’re explorers, show him a map or two.


The girl watches the Company eat, watching them talk though clearly not understanding much but the simple meaning of things they say directly to her. She keeps her head and eyes down most of the time, as if shy or scared, but still seems very curious about everything. When Griffin asks her name, she blushes a bit then smiles, “Me… Thera,” she says, placing her hand on her chest. “You… Grifin,” she says, nodding to herself for getting it right.


The rest of the group shares their name, even Remar, who is quite in the dark, not even knowing the basics of Traladaran to fall back upon. “You… all… brave… warrior…” she says before standing and bowing to excuse herself. She looks nervously out the door into the darkness, holding a burning branch from the Company’s fire high above her head to scare away the dark.


As she steps out of the door, she immediately tenses and flings herself back into the room, falling into Stephan’s arms as a blood-curdling scream fills the air. The sound comes from somewhere nearby. Thera lets out a brief scream then starts crying, burying herself in Stephan’s broad chest. He awkwardly puts his arm around the young woman and tries to comfort her.


Killer Makes No Sound

Griffin jumps to his feet, his hand on Serenty’s hilt. “‘Killer in the Dark’, I’m thinking. Should we check it out?” He eyes Stephan, “Or should we just insist that Thera stay here this evening? I’m totally okay with not going outside, really.”


I think we may have room for her tonight. I have no problem with that,” Iris replies to Griffin with slightly veiled amusement.


Griffin looks at Stephan and Thera. “Then it’s settled. Thera stays here tonight.” He lowers his voice. “Now girl, tell me. Was that scream from some monster, or is one of your kin in danger?” He crosses to his gear and starts getting his crossbow out while waiting for her answer.


Thera shakes and cries, holding tight to Stephan, “Killer… makes… no… sound…” is all she is able to spit out between sobs. She does not have any problem about staying with the Company for the night. She clearly has no desire to leave the safety and protection of the light.


What was it you were saying about bravery just now, Griffin?” Draven asks, obviously rhetorically as he walks to the doorway, holy symbol held high. Pausing briefly, he ducks outside, awash in the light given off by his spell and peers around, wishing he’d not just been by the bright light of the fire.


The dark streets are deserted and the only indication that anyone lives here are the tiny slivers of light peeking out at the edges of covered windows and closed doors. The night is quiet, only the muffled sound of Thera crying behind him can be heard. Remar steps up behind Draven in the doorway, “Are we going for a look, Brother?”


Griffin steps up behind Draven and Remar. “I think we are, guys. Thera says that the killer doesn’t make any sound, so that’s someone in trouble. Haven’t made up my mind about these folk, but if we can help, we should.” He brings his crossbow to the ready and moves to the edge of the circle of light. “I think the scream came from over that way…”


Holding his holy symbol high, Draven leads his companions out and in the direction Griffin indicated, hoping to find tracks or something to give them direction.


Shaking with nervousness, Iris follows behind the others. She mutters an incantation and imbues her vision with a sense of keenness.


Draven, Griffin, Iris and Remar move through the village toward where they thought they heard the screams while Marcel, Ree and Stephen remain in the building with a terrified Thera. Within a few moments, the searching companions hear a new sound, that of crying. The sobbing is coming from a building close to the village wall.


Caution thrown aside, Draven hurries towards the building, pointing to either side of it for the others to keep an eye out as he ducks his head inside to see what’s going on, and what help is needed.


Draven pushes the door of the building open to the surprise of the inhabitants inside. More screaming erupts as several hard objects are flung in his direction. A young man leaps forward, swinging club of some kind and screaming incoherently at Draven, talking much too fast for him to make out anything but “killer” and “dark.”


Draven!” Iris screams in panic, “What’s he saying?” yells Iris.


There is much chaos and confusion in the small building as the Grey Company enters and the residents scream and flail in terror. No one is hurt and after a moment it is clear that what happened was that someone was taken from the building, possibly through a back window, just moments ago. The window shutters were shattered on the ground and the room was in disarray. A dark, moist smear along the windowsill and wall were the only signs outside the house of anything out of the ordinary. A wide but short drag mark lay between the back wall of the building and the fortification wall surrounding the community. A few moist, dark spots could be seen on the rocky surface of the tall protective barrier as well.


Alright, Griffin, do you think you can follow these tracks in the dark, with our light?” asks Draven.


Griffin nods. “We’ve got to try. Whatever this is has been terrorizing these folk too long.” Griffin immediately begins scanning the ground hoping to quickly follow the mysterious monster.


In the darkness, the gathered members of the company look around trying to find more clues to the whereabouts of this “Killer in the Dark” but the only signs lead to up and over the village wall. Muffled sobbing and occasional shrieks of panic come from the nearby houses and some eyes can be seen looking out through the cracks between shutters and wall.


Come on, we’ve precious little time to lose, and if this thing is as afraid of the light as the villagers are of the dark, I’ve got a thing or two planned to put it out of operation for good,” Draven intones.


Griffin scrambles up and looks out over the wall, staring into the darkness. He hops down, leans in to talk to the team. “Okay, let’s hold up a second, there, Brother. Now, we’ve seen these Traldar in action - they’re no slouches in the combat department, yet they’re terrified of this whatever it is. We haven’t even laid eyes on it, don’t have any idea what it is even. I’m all for making the world a safer place, but are we really saying we want to charge off into the night? I’m not saying ‘No’, but I gotta ask. Do we have more of a plan than ‘run around and shine a light on it?’”


I can’t think of a possible excuse we can come up with for not taking this thing down a peg. These people have lived for so long afraid of the night, and it’s kept them in spiritual darkness. I’m willing to hear ideas, but I’m not sure leaving it to keep hunting these people is one of them…” Draven explains.

Griffin shakes his head. “Okay, now I am saying ‘No’. We don’t go. Charging into the darkness with no more plan than ‘I’ve got a thing or two planned’ is a good way to get ourselves killed. If we knew what we were chasing, and that we were up to the fight, sure. I think we have to let this one go, learn more about what it is, and then deal with it. We didn’t fight our way all the way here just to get eaten in the dark.” He levels his gaze at the priest, waiting.

Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure, guided by +Alex Safatli 


Remar Umerusan Alphatian battle mage that escaped forced service in the Thyatian army currently marshalled by +Patrick Kelly 

and +Jason Woollard as The DM







2014-07-31

Grand Duchy 25

Grand Duchy of Adventure

Session 25
July 29, 2014


An Audience with the King

Soladain 3rd of Flaurmont, 1001AC

Finding the Table Rock

The Grey Company follows its newest member, Iris, across the Moor to where she claims to have found the "Table Rock." The group crests a short rise and peers down into a shallow dell below to see a large boulder balanced upon one tiny little base. If anything nearby was to be thought of as a table, this was it.
The Table Rock

While everyone worked on pitching a camp nearby, Marcel spent some time examining the rock. He walked around it then climbed it all the way to the top. From the top of the rock, he could see the entirety of the dell, about 1/2 mile across and 1/4 mile wide, though he could not see beyond the bordering ridges. He noted several possible approaches into the dell and quite a few places to hide in low spots, behind bushes and even a few stands of trees here and there. 

After singing his song of tribute to the Fairy King of Horses, Marcel finally climbed down and started helping with the camp, mainly cooking up another batch of his Moor Stew. Iris politely declined any of Marcel's stew and instead ate dried rations from the homestead and some berries she had picked earlier that day while traveling.


It was decided that since they were expected to be awake at midnight, for some to start sleeping now, even though it was early. When midnight came, Marcel was already on the top of the rock, humming and whistling in anticipation. The Company was all awake while Marcel stood on one foot and whistled the summoning tune. He kept up his tune for an hour, but Fairy King of Horses did not show. The only thing he had to show for it was a stubbed toe gained while trying to balance himself on the uneven surface of the Table Rock.

Disappointed, Marcel climbs down and has a few ideas as to why the Fairy King of Horses did not make an appearance - namely certain non-believers in the Company. He is then reminded that the Traladaran legend stated that one must balance and whistle 3 nights in a row before the Fairy King of Horses would appear. Disheartened anyway, Marcel climbs into his bedroll and goes to sleep. Griffin has a bit more difficulty falling asleep after the ruckus on the top of the rock, but fortunatley, the group had no specific plans to head out early and it was planned for everyone to be able to sleep in plenty.



Lunadain 4th of Flaurmont, 1001AC

The Ruins of Lumm

The ruins of Lumm
The next morning the Company decide to explore the nearby Moor and do a little hunting and foraging. Around noon, Iris spots what appears to be the Old Moor Road. Sure enough, the group follows the remnants of this ancient road and eventually come to the ruins of an abandoned Traladaran village, which Iris says is named Lumm. She had been her before, studying the ancient Traladarans and their
culture. While looking around the ruins, which are nothing more than flat spaces and the occasional outline of a rock foundation, the remains of a recent campfire are discovered. Curious, the Company searches the area and some tracks and a second nearby fire pit are discovered. It is determined that possibly up to 10 or more people recently camped here. Marcel finds some potential boot prints on the north side of the ruins, but no other details are discerned. Marcel attempts to tell about what he knows of the ruins and the ancient Traladarans of the Moor, but Iris seems to relish every opportunity to correct him and explain the true nature of the ruins. Undaunted, Marcel proclaims that "not all learning comes from books!"

With the day growing long, the group heads back toward their camp at Table rock. There, Marcel cooks dinner, and again, Iris passes on his meal, preferring to eat other rations. At midnight, Marcel climbs to the top of the rock and begins whistling. He instructs his companions below to join hands and circle the Table Rock. Griffin and Draven join hands, though Iris just stands uncomfortably to Draven's right, merely feigning participation in this elaborate ritual that Marcel has concocted. Again, an hour or so goes by with Marcel whistling and now doing some elaborate one-legged dance complete with wild arm waving and hopping. Alas, the improved ritual again produces no Fairy King of Horses. Marcel is more direct with his accusations of why the ritual failed to work, singling out "those that did not hold hands" but is again reminded that it is only the second night of waiting. Sure that the next night will produce results, the Company beds down for the rest of the night.

Gromdain 5th of Fluarmont, 1001AC

Refugees

The next day, the Company decides to stay closer to the camp and Table Rock. In small groups and individually, they range out, not ever going more than a few miles from the dell, looking for food, hunting and watching for any signs of horses or other travelers. Griffin does spot some tracks of some sort of large cat, probably the mountain lion they have heard on previous nights. 

Later that afternoon, a band of 8 people are spotted headed over the ridge and toward the camp. Upon closer inspection, they appear to be Traladarans and in quite bad shape. They are wounded, dirty and worn folk, barely able to lift their feet when they walk. They are greeted by Marcel and Draven and it is learned from the groups leader, a man named Conrad, that they are refugees from Hokol. They are welcomed into the camp and they tell of their story of escaping from their home when it was attacked and burned by the Goblins. They fled into the woods and became lost trying to find their way to safety while still avoiding the Goblins that seemed to be everywhere. The wandered for some time in the Dymrak across the river and south of Susikyn until they came to the river and the Moor. They have been foraging in the Moor for some time but have finally reached the point that the felt they needed to return to the homesteads and seek out help from others.

Iris seems considerably put out by the inclusion of this group of Traladarans and moves her bedroll a good distance away from the camp, spending her time that evening alone. Griffin goes to speak to her and notices her studying from a magical tome, a Grimoire similar to the one he has seen Ree and Remar both study from. 

Back at the camp, Marcel and Draven share the Company's business on the Moor. They talk about the Fairy King of Horses and find that Conrad and his people share different ideas on how to summon the elusive horse spirit. Later that night, Marcel organizes everyone (except Iris) into an elaborate ritual designed to garner the attention of the Fairy King of Horses. Upon the suggestion of Conrad, Marcel decides he needs some candles, but there are none to be had. He settles for asking Iris if he can use her lantern, despite it being out of oil. Reluctantly, Iris agrees to let him use the lantern and she rejoins the group, though watches from a distance. Marcel also takes two apples from his pack, as Conrad says that they are vital to calling the Fairy King of Horses. Marcel puts everyone in their place, arranges the apples, lanter (with burning twigs inside) and himself, on top of the Table Rock and, for the third night in a row, begins his summoning ritual, beginning to believe himself a mighty sorcerer, calling upon mighty arcane powers. Iris scoffs at his elaborate act and stifles a laugh under her breath.

The King Arrives

This time though, Marcel's summoning ritual does something. The sound of horses fills the air and shortly several large horses appear and ring the small valley. A large black horse reveals himself in a magical beam of moolight on the highest point of the nearby ridge.

Excited by this development, Marcel calls out to the horse and the black beast begins to approach. The other horses remain on the surrounding ridge, taking up positons spaced equally around the dell. As the horse gets closer, it motions with its head for Marcel to climb down, which he does so without hesitation. Everyone else stands nearby, speechless, watching the large black horse approach. 

Marcel and Iris both begin to move toward the approaching horse, but he snorts and stamps his feet, indicating to them to stay where they are. No one moves as the horse covers the remaining ground to the Table Rock. When it gets closer, it appears that the horse bears some type of adornments around its neck and back, some type of cloth and metal finery of some sort. The massive horse then passes behind the Table Rock and as it appears on the other side, it has undergone an incredible change. In the place of the regal black horse now stands a tall and muscular Centaur, half man and half horse. It is clearly the same beast as the decorations previously seen are still present on the creature. It rears up on its powerful hind legs and swings a long, sharp axe through the air over his head threateningly!
The Fairy King of Horses is a sight to behold!
He demands to know why "these Humans" have come to his Moor. Marcel engages him and begins going on and on, telling him that they have come to learn the location of the ruins of Xitaqa. Before even listening to their request, the Fairy King of Horses tells Marcel and his companions to immediately release their horses from "slavery." Marcel quickly moves to release his mount, Pepito, and urges the others to do the same. Reluctantly, the others release their horses, hoping that the bonds they share with their animals will be strong enough to ensure that they stick around. Unfortunately, once freed, the horses all move away and run up to join the other horses on the surrounding ridge-line. 

Marcel asks again about Xitaqa and the Fairy King of Horses responds that he will share the information the Company asks for but only if they do something for him first. He demands the heads of Bailakask and Kalkask, two Werewolves that have been enemies of the horses and Centaurs (and the homesteaders, as well) for many years. He gives very specific directions to the lair of the Werewolves and even adds some tactics in dealing with them, suggesting a night assault when most of the pack will be out hunting, then lay in ambush for the rest to return in the morning. 

When the converasation is over, the Fairy King of Horses steps up and puts his hand out toward Marcel. Mistaking this as an offer to shake hands, Marcel reaches for his hand. The Fairy King pulls his hand back and stomps his heavy horse hooves. "NO! Do not touch me, Human," he shouts! "Give me the apples!" Stunned, Marcel hands the apples over and the Fairy King of Horses gallops off into the night, his entourage following.

Tribute for the Fairy King of Horses

Continued on GDA26 - Werewolves on the Horizon


Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon, rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness, commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos, ministered by +Jason Packer 

Iris Varda, a Thyatian explorer and historian searching for answers and adventure, guided by +Alex Safatli  

Remar Umerus, an Alphatian battle mage that escaped forced service in the Thyatian army, conjured by +Ben Lipe and currently in NPC mode. 

and +Jason Woollard as The DM