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

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@DragonParadox , I took the liberty to slightly adjust "State of the company"

The Fellowship

Motto: Truth from the Unknown

Leadership:
Triumvirate of 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
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship
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
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
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
Armor proficiency: Light Armor, Medium Armor

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
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
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
Armor proficiency: Light Armor, Medium Armor

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
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
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
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
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
Armor proficiency: Light Armor

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, Steel Chain Shirt

10 otter-kin recruits
Finances of the Company
Company Animals
-20 Horses
-2 newborns (female)

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

Total Funds: 13,768 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
Dragon's Blood: x5
Draconic Perfume (Nightshade's Kiss): x0 (Expended against Unke Redman*)
Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
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 Smithing 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)*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields

Weapons
10 Steel shortswords
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows

Changelog:
1) Added "Ship's Eye I" for Marcella.
2) Added 10 otter-kin recruits for the "Soldiers of the company" with the link to the otter-kin race. I know that Goldfish created the hypothetical build, and we have taken steps into otter-kin training, but I do not know the current state of the training.
3) Repaired broken "Armory" slide.
 
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The Drow Razor would be optimal on a Rogue that actually uses backstab on occasion, but since we don't have one Antonio is propably the most likely person to profit from having it.
 
Thanks @Arhin.

Also vote closed, let's see how this goes:
Adhoc vote count started by DragonParadox on Apr 9, 2022 at 5:21 AM, finished with 33 posts and 12 votes.

  • [X] Accept responsibility for the fire and pay the ship's price (Cost 2500 gp)
    [X] Accept responsibility for the fire and pay the ship's price (Cost 2500 gp)
    -[x] The meadhall owner may want to keep his business going while he is setting up the new building. Have Antonio try to haggle down the price by proposing a deal for Zaia's wine.
    [X] Deny any wrongdoing.
    -[X] Make the argument that this was no personal matter, but a concerted effort to finally bring a deadly enemy assassin to heel, one which continued to strike out against everyone involved in restoring Aina to the seat of Korman. Let none forget that the assassin had already claimed lives, including Aina's betrothed when we were fighting our way across Korman to reach the gates of Noromo, and was almost certainly involved in the recent assassination attempt made in Aina herself. If he had not been stopped, none who saw Unke removed from power would have been safe.
    [x] Pay partial, plus labour.
 
Arc 13 Post 13: Dead Eyes, Lost Hands
Dead Eyes and Lost Hands

Eleventh Day of Elnu-Hamba (Elnu Descendent), 1349 A. L. (After Landfall)

Antonio had not been happy to hand over almost a livre's worth of silver over the fire, as far as he was concerned 'if he didn't want a fight he could not have let a killer in' and nevermind that they had been veiled from sight. Ominous proclamations of 'just you wait for all the sons of bitches about to ask for silver now that they know it's there for the asking' follow you along like the growls of a particularly cantankerous badger poked in his burrow.

Lost 2,500 gp

Yet you cannot help but think that you bought something more precious in he bargain, the salt still on your lips and bread lying in your stomach from the ritual accord that ends feuds among the Anwa you see many heads turn to look at Aina in a considering light. In this realm as much as in any other it is rare for a lord or warrior of renown to lay down so much in service of one who is neither, a thing more of song and balad about wise or in this case wise queens.

A start at least to what you hope shall be a good and prosperous reign over the city and the island.

***​

Thirteenth Day of Elnu-Hamba (Elnu Descendent), 1349 A. L. (After Landfall)

Over the next couple of days as the weather grows more mild on the breath of a wind from the west the fever seems to break, Korman is not happy to be playing host to an army of their neighbors, but the fact that it is an army lead by a priest who is more interested in seeing that the local protectors of sea and shore are once more able to fulfill their ancient duties goes a long way o allaying the fears that this is some plot to rule the island from afar. The thrum and ebb or rumor changes as people go more and more about their ordinary business, there is more talk of fish and trade than war and dark spirits, you even stumble across what you later learn is a wedding procession, odd as some of the customs are.

"Goats' heads on sticks, who wants to fuck bein' looked at by a dead goat?" you hear John grumble, though you are reasonably sure the Anwa do not put the goat's heads in the bed chamber after parading them though the streets.

For his part Zaia is too busy with his studies of the book and the tablet to answer questions about local customs. "The tablet it not Anwari at all, but the tongues of the south which the ancestors of the Mariner used, and according to the Lady Esha still used as a tongue of sacred and imperial matters in the Great Lands.It is a letter from the High Captain of the Seawatch in Oromo of the Hundred Towers, a letter of passage. That the bearer he allowed to pass beyond the Stranger's Tower so long as he comes at once to the palace of the Vizier of the West with news of the 'out islands', it might be read as island of the savages, it is not a very polite term, no really one that one would want to use to any man of the Anwa if you wish for his friendship. I do not think the Shadow was of these lands at all but from the south."

Seawatch... you had heard that word used that way before, almost a year ago in a dream of far off places. Aphiwe Feku had said 'the Seaguard had turned against us' presumably to the side of the shadow-weaver who had been communing with the Anjo-Oru, the man she had called Anwari, but the daemons must have come to Korman at least later than they had in the south. You begin to wonder if the evil had not simply garbed itself in the guise of whatever foreigners were not well known in each land.

What do you do?

[] Seek out Moru and Ziku to share what you have learned and what you suspect, they can handle matters in the south

[] Investigate if any ships from the south have come to Noromo recently, those lands are far, but not you are certain beyond the reach of the Marcella

[] Write in


OOC: You guys should consider if you want to ask for any kind of reward from Aina before leaving, we are getting close to that time.
 
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I've heard of stranger wedding traditions.

/wonders how the Chicken Dance became common during American weddings... 😵

I'm interested in sailing south into adventure, but we have other stuff that needs to be done first, IMO. We need to return to Orinilu, check up on Wayfarer's Respite and take care of any business we have there (such as supplying the Purple with potions and collecting the fee) and helping with the next steps of the horse breeding program for which we're getting paid an even larger fee. We also need to either pay for the young dude whose name I cannot recall (Neiros?) to return home, or to take him ourselves. If we're going to sail south, I would also prefer to arrange for a better cargo than what we can probably manage in Apuku/Noromo.

Gotta get Roland's armor situation straightened out ASAP, too.

@DragonParadox, any chance Moru and Ziku would be willing to travel with us to Orinilu and beyond, if we assured them our next journey would carry them back south?
 
I've heard of stranger wedding traditions.

/wonders how the Chicken Dance became common during American weddings... 😵

I'm interested in sailing south into adventure, but we have other stuff that needs to be done first, IMO. We need to return to Orinilu, check up on Wayfarer's Respite and take care of any business we have there (such as supplying the Purple with potions and collecting the fee) and helping with the next steps of the horse breeding program for which we're getting paid an even larger fee. We also need to either pay for the young dude whose name I cannot recall (Neiros?) to return home, or to take him ourselves. If we're going to sail south, I would also prefer to arrange for a better cargo than what we can probably manage in Apuku/Noromo.

Gotta get Roland's armor situation straightened out ASAP, too.

@DragonParadox, any chance Moru and Ziku would be willing to travel with us to Orinilu and beyond, if we assured them our next journey would carry them back south?

You can ask them if you like, but from what Roland has seen of them that seems unlikely.
 
You can ask them if you like, but from what Roland has seen of them that seems unlikely.
Can't hurt to make the offer, I guess.

As for asking for a reward from Aina, what does Roland feel would be reasonable? Or better yet, Antonio? If not a monetary reward, would something like favorable trade terms, special privileges in Noromo's port, etc., be on the table?

[X] Seek out Moru and Ziku to share what you have learned and what you suspect, then together investigate if any ships from the south have come to Noromo recently. Their greater familiarity with southern matters could provide valuable insight related to whatever we may learn.
-[X] We understand if the brothers feel they must make haste back to southern waters, but if they are willing to delay their journey long enough for us to return to Orinilu and get our affairs in order there, we could likely transport them south onboard Marcella. Their would be no fee, of course, and they would be hard pressed to find a more comfortable passage for both themselves or their mounts, not to mention one among friends and allies.
 
I would prefer to travel into south right after end of the war, with Moru and Ziku. Unfortunately, I doubt that this is valiable, because we promised that we would return to Orinilu :(

So, I would prefer to do not hinder Moru and Ziku. We still can meet them later, when we go into south.

[X] Seek out Moru and Ziku to share what you have learned and what you suspect, then together investigate if any ships from the south have come to Noromo recently. Their greater familiarity with southern matters could provide valuable insight related to whatever we may learn.
 
[X] Goldfish

@DragonParadox what kind of rewards can we ask for? Money and weapons/armor are obvious but are there other options?

Broadly speaking you can ask for one of the following:
  1. Wealth (which can be trade goods or precious metals)
  2. Land (if you want to move here)
  3. Weapons and armor yes
  4. Trade concessions (the Anwa re actually pretty advanced when it comes to that but you guys are not really past the merchant adventurer stage)
  5. Rare Maps (they are more in the way of guidance than assured paths though, mapmaking is in its infancy)
  6. Arcane or other esoteric lore
 
We killed the Assassin and summoned the daemon, but we still don't have Unke's armor back.

I am tempted to also hunt down the caster if we can find any lead, because I want that fullplate (regardless of evil or other enchantments).
 
I agree. Totally.

We need to Speak with Dead with the Shadow's head soon.
Best place for that is Orinilu, but the new head priestess of Ikomi's church there probably still can't cast the spell yet. We do know of an alternative, though I can't remember the exact details. Didn't the priestess tell us about a cave that had some sort of fungus or creature in it that could be used to duplicate the effects of a Speak with Dead spell? Pretty sure it was relatively close to Orinilu, or at least Mediterranean-adjacent.
 
Arc 13 Post 14: Of Rippling Flame
Of Rippling Flame

Thirteenth Day of Elnu-Hamba (Elnu Descendent), 1349 A. L. (After Landfall)

"What do you know of the southlands, of those places called the Great Lands?" Moru asks. He had been at first in good cheer, enough so that Silver had needled him about being softened by Anwari mead to their company, but when he had heard the news of evils among the Seaguard in the City of Towers the mirth had passed as dew in the glare of midday.

"Of Oromo what I have seen in dreams only, of Humbai what your brother has told me, no more. Sufficient onto the day the troubles thereof I have heard say by one wiser than I," you answer and the priest chuckles. There is still something odd about the fact that the crinkles in the corners of his eyes are filled with fire, not disquieting.

"Then know that the troubles of the day are more than in the day rooted. I too have looked over the formulas of power that this shadow inked in the blood of the slain and I have seen there more than the ravings of a man possessed, more than the lunacy of some apostate or wizard turned to self serving malice. Something is abroad and loose that was in the world six centuries past, a great wave the merest ripple of which has made these islands tremble and now it moves again." The priest pauses and looks into the fire whose fickle light would not touch his face as though shying away from his own inner radiance. "If that I fear is true the news must reach Humbai with the dawn, sooner than any ship can carry it, sooner than even the wings of birds can carry it."

The request you had been about to make, that he linger a while, mayhap even return to Orinilu with you dies on your lips in the face of his expression, more grim it is than you had ever seen it and mingled with the anger is something you had not seen on it before, fear. Fear as he has not shown in he face of death and ruin.

"What then?" you ask. "How will you bear news so far?"

"The same way you spoke to the lady of you dreams, by the power that flows in the land, the ley lines that cross land and sea if there are any that could be so used. The girl Inge would know where they are I think, but I would not ask this of one so young. I can find them myself with Zku at my side."

"Your pardon...." you hesitate, not wanting to offend. "But your words have the ring of a man going to war and I see no foe about us. The Greenbelt made it known to all that the crossings are again under the power of the Stone Keepers."

"And you think he would grant me access to speak from afar?" Moru laughs, it is not a pleasant sound. "No he is yet too wary of what the enemy has done to them, but that is the best way I know to warn my order..."

"To warn them of what?" you cut in quickly.

"That I cannot say without revealing secrets that I have sworn to keep by blood and heart's fire, not to you and not to Ohun Greenbelt. He will not trust me."

"He is not master here," Your thoughts go at once to Aina. A few days past you would not even have considered asking her to go against the priest, but times had changed and soon enough the fleet from Lirman would leave. "If you would but wait a hand's full of days than the queen can grant you a path to the stones... I do not think she would deny one who has been of such great help."

"You speak with wisdom sir knight yet my heart is wary, I fear the poison that is left to flow though the veins of the land five days more shall slay many, now that they have failed here..." the priest shakes his head. "I can say no more."

What do you do?

[] Try to sway Ohun (if failed will close off the chance to speak to Aina and make sneaking more difficult)

[] Try to sway Aina (If failed will make sneaking more difficult)

[] Help Moru attempt to sneak to the nearest lay line nexus
-[] With Inge's help
-[] Without Inge's help

[] Leave Moru to his attempt with only his brother for company

[] Write in


OOC: If Roland was less honorable there would also be an option for telling Ohun in an attempt to curry favor, but that is now how he rolls.
 
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I don't think we should try to sneak at all. We've gone through a lot of trouble to get Aina back on the throne, to legitimize her rule, and just paid a huge amount of money for a burned down meadhall that probably wasn't worth 20% of that to keep her from looking bad. Moru and Ziku were instrumental in much of this as well. Aina should be more than willing to accommodate Moru's request.

[X] Try to sway Aina
 
[X] Help Moru attempt to sneak to the nearest lay line nexus
-[X] With Inge's help


If Moru says that this is urgent, I suppose that this is really urgent.

@DragonParadox , did Esha tried to restore Roland's armor?
 
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