Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

Voting is open
We initially created 5 and gave 2 to Tender and company as presents. Perhaps DP will allow it for just Comprehend Languages, given that we already used some?

How about still sending Tom and spearmen with Neios if possible?

[X] Accompany Antonio in his first dealings with House Koire
-[X] Tom and 4 spearmen would accompany with Neios, if he would would accept such help.
Oops, didn't mean to cut that part out, too. Added it back in.

If DP allows Comprehend Languages to not be personal range only, that would be great, but it's not really a huge issue. We still have work arounds, after all. As for Tender's group, I'm sure they wouldn't mind a couple more CLW of Touch of the Sea potions instead.
 
@DragonParadox, editing:
Of an Odd Feather

Twenty-Fourth Day of Ikomi-eza (Ikomi Ascendant) 1348 A. L. (After Landfall)

"Let them watch, so long as they do no more," you say at last. If there is one lesson to be drawn from this world you have found yourself in, you reason it is this. "Many are the places under sea or over the top of mountains where aught may be found that is of note or of interest, but if we are to look over all of them then surely we would never reach the end of our journey."

Though the words are spoken lightly, such as to conjure the image of bumbling about this way and that, poking one's nose in the strange corners of the world for the sailors present, not a one among the leadership of the Fellowship misses the other meaning. If you walk into peril you might not walk out at all.

"Surely we are sailing aboard a more interesting riddle than any that we might be leaving behind," Zaia adds, obviously relieved at the reasoning.

For his part Antonio only nods once and then begins to call out the orders to the crew to make haste... as well as more invectives to the poor bastards on the longship. Jovial he might be in the face of success and with a jest on his lips even on the cusp of deadly peril, Antonio does not bear fools gladly in matters of his own craft.

Still the mist does not linger long beneath the gaze of even the winter sun in these southern climes, the vista before you widening into the wind tossed sea with nary a sign of Knikut watchers, nothing strange happening for all of that week as the ships turn north along the wooded coasts. Once you might have called this land wild, but compared to the windswept plains of the White Lands or even the Virokaia tribe lands this is a lush and sheltered land, and if one knows where to look, thick with peoples.

Small villages crowd along the shore where they had driven back the woods, living off fishing and fields of crops familiar and strange, yams and sorghum besides leeks and wild radish. More than once you stop to resupply. Though the sight of longships might drive the villagers into taking up spear, shield and axe to guard kith and kin, between the presence of the Pride, her crew obviously free and unbound on her decks, and the offer of silver in payment this final leg of the journey proves by far the most pleasant so far. Even the weather seems to have mellowed, such that the worst you face is heavy rain that falls with little wind and nothing in the way of thunder.

It might feel like it is weighing the ship twice over when it sinks into the heavy woolen clothes you have bought in Apuku, but it will take more than rain to sink the ship. The worst trouble you could be said to have over that span of time is when Henri gets into a brawl on shore in one of the villages over being cheated out of some of his last coins of the old world. At least Antonio assures you that the game was rigged, but whatever the case wiser heads prevail and the village elders decide that they would rather not earn the ire of their very well armed and otherwise very well paying guests. Henri gets most of his coin back and a tongue lashing for his trouble.

Still the wind is more than fair and steady enough to make up for a wasted day, the villages grow larger as you travel north along the coast and soon enough the walls grow from sharpened stakes and daub and wattle to stone painted in colorful geometric shapes that in the evening shadows take on the guise of talking beasts among the leaves or of birds in flight ready to pounce. The men have less desire to linger on shore at your last stop over, though Zaia's interest more than makes up for it.

The walls are painted in the guise of guardian beasts, all of them predatory and all of them meant to keep out the strange and mischievous spirits of the wild, the gripki, the binki and the fearsome lyrki, which are said to be born in the fires set of mortal malice. How much of what Zaia is jotting down is actually true and how much is the locals being more than happy to keep spinning tales for the foreigner willing to pay for their time you do not know for certain, but it certainly keeps him happy.

Lose 75 Icari

It is on such an evening as this that you go in search of the scholar in the local... temple of Yonla, the building of which can be distinguished from a tavern only by the carving of the 'most merry son of Ashinu', round of belly and of head that stands to the right of the door. It is there in the middle of a mostly deserted village by the shore perhaps still thirty leagues south of Orinilu that you witness a strange sight indeed, a small white owl no bigger than your forearm from head to tail feathers perched on the head of the statue as though it was waiting for someone.


After long slow look, turning its head from right to left and left to right, not hiding in the least it flies towards the ship... and when you come back in haste with Zaia in tow you find the strange bird perched upon one of the masts and obviously entirely willing to make its home there. You certainly had not forgotten the mention of owls in the magic of the tribe that holds the Mouth of the World but you are eight days and many leagues from their lands...

"Well you are certainly no fish..." Esha muses looking up at the bird.

"And I don't think we will be able to leave it behind as easily unless we chase it off," you finish. Should you though, you wonder.

Antonio does not want any strange magic on his ship and Neios counsels that you not let yourself be spied on, but on the other hand Zaia notes that if the bird wanted to spy it has surely chosen an odd way to hide. Tom grumbles, not that he had likely meant you to hear it, that wizards are curious as cats so surely this would be the best way to spy on one.

What do you do?

[] Try to shoo the owl away

[] Leave the bird be

[] Write in


OOC: A bit more worldbuilding and an odd mystery for you to poke at one way or the other. Not yet edited.
Of Speech and Story

Thirty-Second Day of Ikomi-eza (Ikomi Ascendant) 1348 A. L. (After Landfall)

"As long as the bird isn't hurting anyone let it stay..." For all you had met plenty of strange things that were hateful and loathsome so you had met that which was merely odd and this owl had troubled you not at all. Over the next several days the only thing it damages is the supply of fish as Zaia tells the men to feed it some of their catch, he does not want a seemingly safe mystery flying away after all.

For your part the study of the Engur tongue hits a bit of a wall. Having mastered the fundamentals and enough words that you would not be entirely struck dumb in the company of those who do not know Anwari you discover that the actual structure of the tongue is as twisted as three sea knots end on end. Rather than adding more words to their sentences like reasonable folk, the Engur, whom you gather were a people who fled north out of what you would call North Africa about two and a half thousand years ago, added syllables to the words, in front, in the back and sometimes in the middle just to confuse you.

Well, perhaps not that last part. It was not that the middle of the word had something added to it, so much that it changed with the additions to the front and the back such as to be near-unrecognizable, to your ears at least. Zaia 'helpfully' exclaims that it reminds him of Georgian, a language which he had in his own words 'never had the time to learn', by which you assume he means it was a tangled nightmare.

Still even as your study of the language slows to a seeming crawl you do learn a bit more about the people who had come to these northern shores up from the Great Lands. Apparently they were no kin to the Agberi who Esha explained still had cities in the south, they were the folk of the red sand, only newly traveling as far as the coast to raise cities in imitation of the high gardens of Oromo. It is said in Orinilu that the people who would come to inhabit both the Tin League and the Orinilu itself had sailed north in search of untamed vistas and lands they could call their own without the dominion of kings as a yoke upon the backs of free men.

Given that the Priest Kings of Orinilu had only been driven from the city as recently as three generations past you wonder at how that could be. Afke tells, or tries to tell at least the tale of Engi and his brother Lashun, how they had made a pact to go north and found a land where each might make their fate by their own skill asking from the gods only that which was within their domain, only for Lashun to renege on the bargain and stab the hero Engi in the back, forging a crown upon his bloody grave.

"Ah, but I am not teller of tales. You should pay to hear one, mayhap with song and the call of many drums, all bought with the silver of the journey," Afke says and from the gleam in his eye you guess that he is thinking of those riches and the recognition returning a part of them would gain him.

It seems to you a tale that fits too neatly onto the rebellion of Orinilu, but you keep any doubts behind your teeth. No reason to go looking for trouble in the city you are soon to call home at least for the remainder of the winter.

The waters are not so blue as they had been this summer, though the high walls that ring the island embraced by the Kime are still as high and stately as they had been even with snow having crowned their parapets. There are more men upon those walls and more ships in harbor, not just trade galleys come to ply their wares onto the every hungry market of the city, but also war ships, near as large as Marcella and flying banners of red and green and gold sowed with beasts real and fantastical. The war fleet of which you had heard in the summer had returned to the city, though whether in victory or defeat you cannot now say.

At the very least if it was defeat it cannot have been a costly one.

What do you do first on your return to Orinilu?

[] Accompany Antonio in his first dealings with House Koire
(Will go alone if not chosen)

[] Travel to the Temple of Ikomi, you have many more skulls you would wish to hear from, macabre as the thought might be
(Inge will take the skulls with an escort if this is not chosen)

[] Help Neios get in contact with his countrymen in the city, in the absence of all the material signs of his rank he does not seem a lord, but the company of men armed with steel and magic might bridge the gap
(Will go alone if not chosen)

[] Write in


OOC: Sorry this took so long. I had to roll world events before you actually made landfall in the city.
In the previous update, on the 24th, when we met the owl, we were "perhaps still thirty leagues south of Orinilu", and we arrived at the city on the 32th, so 8 days, so 4 leagues or 12 miles a day, so 0.5 miles per hour. Isn't it a little slow? Should the distance be larger or the time interval smaller?

---

And some other questions.

1. Looks like we made a mistake when we voted for brewing Comprehend Languages potions, as it has range personal, and we already used 2 of them by gifting them to Tender and company.

Could you allow us an exception to brew it, by maybe fluffing it as a secret knowledge we got from the fire spirit stele? Or should we replace them with other potions with 25 gp price?

2. Did Esha learn any new spells on the last part of the journey, e.g. while Inge and Zaia were brewing?
 
Damn... I think we are going to have to retcon those potions as the language barrier is actually a very relevant thing in this setting. You guys just spent weeks gaining basic proficiency with a language
 
Damn... I think we are going to have to retcon those potions as the language barrier is actually a very relevant thing in this setting. You guys just spent weeks gaining basic proficiency with a language
I'll replace them with additional CLW and Touch of the Sea potions for now and will edit the State of the Company, that's ok with you?
 
@DragonParadox, updated:
The Fellowship

Motto: Truth from the Unknown

Leadership:
Triumvirate Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley 121 ft length 21 ft width 130 Metric tons of Cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action)
Soldiers of the Company
Names and Feats

Sheets and Equipment

8 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
HP: 19/19
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

STATS:
12 (+1) Strength
11 (+0) Dexterity 13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
HP: 19/19
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
STATS:
12 (+1) Strength
11 (+0) Dexterity
13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1

SKILLS:
Perception: 3
Ride: 4
Survival: 3

5 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3 Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
HP: 16/16
AC: 10 + 4 (Chainshirt) + 1 (Dex) = 15
Initiative: +1
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

STATS:
12 (+1) Strength
13 (+1) Dexterity
11 (+0) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 3 + 0 (CON) = 3
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) = 1

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian
Name: Wanderer
Alignment: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage Traits: Indomitable Faith
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) = 12
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 10
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 9
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet Initiative: +1 Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+4, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+7]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+6, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+6]
    • when using Power Attack: +7 [1d10+9]
      • when using Power Attack & Reckless Abandon: +8 [1d10+9]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear

STATS:
16 (+3) Strength
12 (+1) Dexterity
16 (+3) Constitution
8 (-1) Intelligence
8 (-1) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0 Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3 Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear
Finances of the Company
Company Animals
-18 Horses (Two pregnant mares)

Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom
Total Salary Cost 16%

Ship Costs :
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Trade Goods
  • Tin

Total Funds: 26622 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smiting and Alchemy Tools (+2 to relevant rolls)*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Stone Egg (and a Gold Sheet)*

Hedon's skull*

Dragon's corpse

Red Lion's head*

Ulk's head
Tab 7
  • Replaced 3 Comprehend Languages potions with 1 CLW and 2 Touch of the Sea and added 20 CLW Inge and Zaia just brewed during the last part of the journey.
  • Added Ipsit's books and tools, Cauldron of Brewing and Dragoncrafting book to Notable possessions.
  • Added Northern Fury (+1 Greatclub) to Wanderer's charsheet.
There's also editing for the last two updates in my previous post.
 
[X] Accompany Antonio in his first dealings with House Koire
-[X] Tom and 4 spearmen would accompany with Neios, if he would would accept such help.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 28, 2022 at 5:40 AM, finished with 29 posts and 8 votes.

  • [X] Accompany Antonio in his first dealings with House Koire
    -[X] Tom and 4 spearmen would accompany with Neios, if he would would accept such help.
    [X] Accompany Antonio in his first dealings with House Koire
    -[X] Bring 2 of our Comprehend Languages potions to use if necessary, to help us better understand what is and is not said during the meeting.
    -[X] Tom and 4 spearmen would accompany with Neios, if he would would accept such help.
    [X] Help Neios get in contact with his countrymen in the city, in the absence of all the material signs of his rank he does not seem a lord, but the company of men armed with steel and magic might bridge the gap
 
Arc 10 Post 20: In High Places
In High Places

Thirty-Third Day of Ikomi-eza (Ikomi Ascendant) 1348 A. L. (After Landfall)

The land is cold, grey in winter's shroud and grey the clouds the sea wind herds over the city, threatening but never quite delivering on the promise of more snow. Thus it is with wary looks to the sky that you climb the slick marble steps to the high city where once the Priest Kings ruled. Tis strange indeed to see the green-garbed guard of the city bundled against the cold, though perhaps not as strange as they must find you. A warrior armed with sword and shield of bronze as many in the city, though runes of power are upon them that only the wise may read, and for armor you wear a coat of scale and of plate.

A bath had rinsed off the smell of a long journey, but still perhaps the smell of horse still lingers on your cloak for the guard hounds rise ponderously to their feet to look you up and down, and in the case of one to sniff you. With their stocky bodies and wide faces they remind you of nothing so much as a shepherd's hounds back home, though in this city they are more likely to herd people than beasts. One of them finds a piece of hard cheese in your pocket that you promptly dispense, earning yourself instant approval, though you cannot say as much for their masters.


"What's your business in the High City?" one fellow whose three goose feather cap marks him as the captain in charge of the gate asks. You wonder if he is asking what your way is worth to you, but no, he gives way for Afke and his token easily enough. It is not that kind of gate it seems.

What lies beyond upon the highest part of the isle is a city laid out in a roughly triangular manner with the Palace at one point, its gleaming blue limestone set with the images of birds in flight and fish in the stream, the tower of the guard flying green banners at the other and the new-sowed Gardens of the Restful Peach Blossoms at the third. Strange to see a garden so open to servants as much as to lords and ladies and paid for by the common purse under the aegis of the Council of Five, though a careful eye might see the reason for it peeking through the snow like the bones of some long past battle, the foundations of the Temple of Elnu with its high towers fallen with the Priest Kings of old.

Knowing the fate of House Koire you had expected Afke to lead you to one of the smaller mansions, but he does not, instead heading to one of the most grand, a thing of marble orange, red and blue as fair as any king's hall, as fair indeed as the cathedrals built over many lives of men. But as you grow close you begin to see the signs of neglect even upon the facade that leads onto the widest of the high street, snow and rain had washed away some of the paint, smudging the faces of heroes and ancestors and making the words upon the keystone likely unreadable even to one who might know the script that fits the Engur tongue.

The door is heavy pine that might once have served as ship's timbers from the wear upon it, but the hall beyond it is fair indeed, its floors in pattern of cloud and shells and rippling waves and upon the walls the images of beasts fantastical and strange, perhaps the tales of another age, perhaps the artist's fancy. Here the luster had not yet gone from the House, though the echoing silence was itself a mournful herald.


"This is more what you are used to, eh?" Antonio asks in Sicilian, trying his best not to sound impressed.

"I would likely go mad living for long amid a legacy so great yet fading," you snort, but then you add in caution: "Be careful how you speak of them, there is never a lord so cagey of his honor as the one who knows his house has not the strength to hold its banner high."

"Well they already look like they've seen a ghost or what have you..." he motions at the servants. "Wonder what doddering old lord we'll find here? Hopefully one that is still himself and not some sort of shape-changer."

The one who meets you, the head of House Koire, is as far from 'doddering' as one might get... a little too far indeed.

The boy does not look any older than twelve or thirteen at the most, with a narrow face and a nose that one might count aristocratic if it were not just a little too upturned. Altogether he seems in face and voice barely more than a child, a fact which his overly formal manner betrays he is all too aware of. "Be ye most welcome under the roof of my fathers brave travelers from afar, what news of my cousin Mhure from lands far off?"

"Alas that he is dead, lord Odorin," Afke hesitates not before the name, but before the 'lord' which in the Engur tongue is not given lightly to all men of noble blood but only to the head of the House. He had not expected the boy to be standing here greeting you.

A storm of feelings chase each other over the boy's face; sorrow, anger... and then what might be a flicker of relief followed by shame crashing down. "Yet his task is done, is it not Okoire?" he addresses his vassal in the manner appropriate for a man of common blood raised in high service of a House of Orinilu.

For his part Afke is humble in his triumph, crediting his return to the mercy of Ikomi first and to the aid of 'doughty allies found along the way' second and to his own skill a distant third. You do your best to appear sufficiently doughty as he gives his account. Though Antonio seeks to speak of business at once the boy, Odorin, has other plans it seems, if they be indeed his, to give a grand feast to celebrate the safe return of the Pride and not incidentally the return of his House to some measure of disposable wealth, though that part is not said aloud.

Antonio is of course invited, being a Captain of the League in good standing, and Afke's tale has made it clear that you are some sort of noble and thus worth inviting, but there remains the question of who else to invite. Zaia would doubtless wish to come but he has no distinction but his scholarship and Inge certainly deserves the recognition, though you are unsure how she would handle such a feast. As for Esha she would likely fit in best of all, so long as no one comes to question her nature too closely.

Who do you wish invited to the Feast of Returning patronized by Odorin Koire?

[] Zaia

[] Esha

[] Inge

[] Write in


OOC: The hall does not have round columns, just large square pillars, the above is more to show the art.
[/SPOILER]
 
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Who wants to come? It is easier that way.

Everyone, your call is on who would fit in and who might lead to some kind of awkward situation. For instance bringing Inge might make it seems like you are aligned with the Cult of Ikomi and as soon as she opens her mouth it will be clear she is a pirate priestess from pirate land, as far as some of the old blood of the city are concerned.
 
Huh, so if this kid is the current Lord of House Koire, the previous lord must have died since the Pride departed Orinilu. Seems that way from Afke's surprise, at least? Or maybe he's still just not accustomed to addressing the kid as a lord?

@DragonParadox, great job giving us an idea of just how far House Koire has fallen without saying it in so many words. Looks like they were at or near the peak of the city's elite before things went sour. Now we need to find out just how sour they went, to see if their name still has any pull we might take advantage of, or if we should just part ways entirely.

[X] Zaia, Inge, and Esha, assuming they wish to attend, of course.
 
Everyone, your call is on who would fit in and who might lead to some kind of awkward situation. For instance bringing Inge might make it seems like you are aligned with the Cult of Ikomi and as soon as she opens her mouth it will be clear she is a pirate priestess from pirate land, as far as some of the old blood of the city are concerned.
I'm willing to risk it. It's not like we're making any effort to hide our association with Inge or Esha, after all, and we plan to be in Orinilu for a while.

Better to share the broader details of it ourselves here and now, where we can lean into it rather than let rumors spread wildly inaccurate information.
 
Huh, so if this kid is the current Lord of House Koire, the previous lord must have died since the Pride departed Orinilu. Seems that way from Afke's surprise, at least? Or maybe he's still just not accustomed to addressing the kid as a lord?

@DragonParadox, great job giving us an idea of just how far House Koire has fallen without saying it in so many words. Looks like they were at or near the peak of the city's elite before things went sour. Now we need to find out just how sour they went, to see if their name still has any pull we might take advantage of, or if we should just part ways entirely.

[X] Zaia, Inge, and Esha, assuming they wish to attend, of course.

I can confirm that the former lord died in the meantime, he was Olorin's grandfather, and also the grandfather of Mhure, the Pride's ill fated captain who died in that first pirate fight.
 
Everyone, your call is on who would fit in and who might lead to some kind of awkward situation. For instance bringing Inge might make it seems like you are aligned with the Cult of Ikomi and as soon as she opens her mouth it will be clear she is a pirate priestess from pirate land, as far as some of the old blood of the city are concerned.

Allright...

The head of the House is a kid. I think that we can take refuge in audacity and show us for what we are. A ragtag band of adventurers. If you don't know how to deal with us, we are doing everything right.

[X] Everyone
 
I can confirm that the former lord died in the meantime, he was Olorin's grandfather, and also the grandfather of Mhure, the Pride's ill fated captain who died in that first pirate fight.
If Mhure had lived, could be have ended up as the Lord of the House upon returning to Orinilu?
 
[ ] Zaia, Inge, and Esha, assuming they wish to attend, of course.

Well... I would prefer to do not invite Esha, but it will be unappropriate and impolite.

P.S.
[X] myrix
 
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Should we invite the rescued prince as well? Also @DragonParadox is "food diplomacy" or serving new and tasty food to dignitaries a thing during the time of Roland? Maybe our cook can whip something up for next time...
 
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